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When we first came up with the idea of putting an adventure items, special abilities for different types of adventurer and
game into book format, little did we know that we would start a additions to the rules.
whole new craze. The Warlock of Firetop Mountain, the
We welcome you to the start of a fantastic journey. May your
original Fighting Fantasy Gamebook, is now published in five
Stamina never fail.
countries and has been specially revised and serialized into
two parts for inclusion in Warlock magazine; Part Two appears
in the next issue.
For those of you unfamiliar with Fighting Fantasy, imagine
yourself plunged into a world of monsters and magic. Think
what it would be like to be walking down a dark dungeon
corridor with walls dripping with slime, and to be suddenly
confronted by a two-headed Troll armed with a stone club.
What would you do? In the world of Fighting Fantasy, Y O U
make the decisions. Y O U are the hero.
Now Fighting Fantasy has its own magazine, through which
its world can develop. Each issue of Warlock will bring you
information, news, new monsters, readers’ letters and com-
petitions. We hope that the Fighting Fantasy game system will
evolve with readers’ suggestions and ideas. We are here to put
into print your monsters, spells, objects, artefacts, magical

Chief Editors Cover Illustration One Step Beyond 4


Ian Livingstone Alan Craddock The origins of Fighting Fantasy
Steve Jackson
Artwork Map of the Kingdom 6
Penguin Editor Maggie Kneen
Tony Lacey Russ Nicholson The Fighting Fantasy world of Allansia
Tim Sell
revealed for the first time
Desk Editor Jane Walmesley
Philippa Dickinson
Typesetting Out of the Pit 8
Designer Surrey Fine Art Press Ltd Vital information about new monsters
David Grogan
Printing you may meet
Production Controller Kingsdale Press Ltd
Chris Brown Reading How to Map 10
Mapping technique for lost
adventurers
Penguin Books Ltd, Harmondsworth, Middlesex, England
Penguin Books, 40 West 23rd Street, New York, New York 10010, USA Fighting Fantasy Rules 12
Penguin Books Australia Ltd. Ringwood, Victoria, Australia
Penguin Books Canada Ltd. 2801 John Street, Markham, Ontario, Canada L3R 1B4
Penguin Books (NZ) Ltd, 182–190 Wairau Road, Auckland 10, New Zealand The Warlock of Firetop Mountain: Part One 15
First published 1984

Copyright © Steve Jackson and Ian Livingstone, 1984 Adventure Sheet 16


Illustrations copyright © the individual artists
All rights reserved
Background 18
This edition is adapted from The Warlock of Firetop Mountain published in
Puffin Books 1982. Whispers and rumours you hear before
Except in the United States of America, this publication is sold subject to the condition you begin your adventure
that it shall not, byway of trade or otherwise, be lent, re-sold, hired out, or otherwise
circulated without the publisher’s prior consent in any form of binding or cover other
than that in which it is published and without a similar condition including this Warlock Competition 50
condition being imposed on the subsequent purchaser
Write your own adventure!

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As many readers will know, the whole Fighting Fantasy Gamebook asking for your choices. In a role-playing game, this extra person
phenomenon stemmed from the Fantasy Role-playing Games that becomes the GamesMaster and has a very important role. GamesMas-
have been around since 1974. At that time, Gary Gygax and Dave ters (or GMs, as they are known) are vital to role-playing games. They
Arneson in Wisconsin, USA, first published Dungeons& Dragons, the act as a ‘god’, controlling the world in which the adventure takes
original fantasy role-playing game. Before 1974, games players were place. They must ask the players what they want to do in each
obsessed with Diplomacy, a strategic game based on the First World situation. Using either the rules of the game, or often just their own
War, which could be played by post. Games were played through judgements, they must then tell the other players what happens as a
various amateur magazines – or ‘zines’ as they were known. News of result of their choice. The GM’s role is a bit like the banker in
Dungeons & Dragons spread through the zines and it was not long Monopoly, but with two important differences: the GM cannot ‘play’
before Gygax and Arneson formed their own company, Tactical the game in the same way as the other players; and the GM has much
Studies Rules (TSR), to promote their game. TSR grew from nothing more freedom than a Monopoly banker.
to a $20 million company in a short time, mainly on the success of
Dungeons & Dragons.
Following up this success, other companies in the United States
began to release their own role-playing games. Game Designers’
Workshop produced Traveller, a science-fiction role-playing game
designed by Marc Miller. A Californian company, The Chaosium,
produced RuneQuest, an alternative fantasy role-playing game based
in its own game-world, Glorantha. Pirates, gangsters, James Bond and
horror are other themes that have had role-playing games designed
around them. Role-playing games came to Britain in 1975, when the
Games Workshop, working out of a cramped flat in Shepherd’s Bush
in West London, first imported American role-playing games.
All these companies thrived on the success of role-playing games.
They attracted fanatical followings. Players were obsessed with their
fantasy worlds. Listening to role-playing garners talk was like listening
to aliens from another time and universe, where monsters and magic
actually existed! What was it that made these games so popular? The Adventurers
While the GM ‘runs’ the adventure, telling the players what happens
How Role-playing Games Work when they make their choices, announcing any traps that they might
have just sprung and ‘talking’ for the monsters and other characters
Imagine you were playing The Warlock of Firetop Mountain. But this that they may come across, the other players are the Adventurers.
time, instead of reading the story, someone else was reading the book Each different role-playing game has its own rules for deciding the
or the article in this magazine. He would read out to you a reference characteristics of the Adventurers. In Fighting Fantasy Gamebooks,
and ask what you wanted to do. You would make your choice and he this is kept simple, with dice rolls for S K I L L , S T A M I N A and L U C K .
would turn to the new reference and read that out. This is the sort of More complicated role-playing games have many more characteris-
thing that happens in a role-playing game – but with one important tics, such as Strength, Constitution, Power, Charisma, Size, Intelli-
difference. gence, and so on. These all affect an adventurer’s abilities in the game.
In the Fighting Fantasy Gamebooks, you are limited to two or three Once the adventurers have ‘rolled up’ their characteristics, they are
choices at each reference. In a role-playing game you have no ready to play. The GM describes the introduction to the adventure and
restrictions. You can do whatever you like! For example, if you were in then the players decide amongst themselves what they will do next.
a passageway. you would not be limited to Do you want to try the door Either they will have an overall goal, such as ‘find the Warlock’s
in the east wall or continue down the passageway?’ Instead, you can treasure’, or they may just be on a treasure hunt trying to find as much
choose to do anything you like. Perhaps you would like to go back to gold as possible.
the room you’ve just come from, or listen at the door, or search for Their own ‘game-characters’ that they have rolled up do not last for
secret passageways, or solve riddles, or ask questions . . . You can do just one game. In most role-playing games, a character becomes
any of these in a role-playing game. stronger – more experienced – the more successful he or she has been
How is this possible? The key to rote-playing games is the extra in an adventure. ‘Experience Points’ are awarded by the GM for killing
person. In the Fighting Fantasy Gamebooks example quoted above, monsters, finding treasure, or surviving an adventure. Rules are given
this extra person is just a reader, reading out the story to you and which convert these Experience Points into advantages, so that an

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‘experienced’ player will be much stronger, or be able to use more
magic, than another player just starting. Thus players guard their
characters carefully and carry them over from game to game. Once
you have nursed a character through several adventures and he is now
quite strong, you feel very reluctant to allow him to take silly risks, like
attacking a Dragon single-handed. If such an experienced character
dies in a future adventure, weeks of care and development will have
been wasted!
In this way, you can see that role-playing games become very
realistic. In a real world, no one in their right mind would rush in and
take on a Dragon on their own!

Expanding Role-playing Games How To Begin

The original Dungeons & Dragons game was published as three barely The Fighting Fantasy Gamebooks are an excellent introduction to
understandable rules booklets in a box. The rules described how GMs role-playing games. Although they lack the freedom and variety of
could design their own dungeons, how adventurers gained experience choice that the games are able to offer, they give a fair picture of how
and how battles in the dungeon were fought between adventurers and fantasy adventures run.
monsters. Fanzines sprang up devoted entirely to this new Following on from the Gamebooks, the next step is either
game, with articles to expand the rules, new Dungeons & Dragons or RuneQuest for fantasy
monsters and new adventures. As it became adventures, or Traveller for science fiction. But
apparent that there was no limit to how far Traveller is rather complicated and is not
role-playing games could be expanded, really recommended for beginners.
publishers soon got to work on Dungeons & Dragons is the original
producing a wide variety of role-playing game, but many gamers
supplements and accessories enjoy RuneQuest as the game
for the game. Magazines like mechanics and the world of
TSR’s Dragon and Games Glorantha give the game
Workshop’s White Dwarf plenty of atmosphere.
provided a regular forum RuneQuest also has an
for readers to exchange excellent little book, Basic
views and trade ideas. Role-Playing, with simplified
All the successful role- rules for first-time players.
playing games have a wealth But having said that, the latest
of back-up material supporting version of D & D is also well
them. The most popular of these written for beginners. And since
are the scenarios or modules. These D & D came out first, there are more
are ready-to-play adventures which accessories available for it at the
make GamesMastering a much easier moment. Any reader wishing to learn
task. In the early days, each adventure more about the various role-playing
had to be designed by the GM games available and all their accessories
well in advance of a session. Now hundreds are well advised to read Ian Livingstone’s
of different adventures can be bought. These are reference book Dicing with Dragons (Routledge & Kagan Paul,
similar to computer programs in that a scenario is usually designed for £3.95).
one game system only (e.g., D & D, RuneQuest or Traveller). But some Fantasy Gamebook readers may also be interested to hear that a
publishers – notably Judges Guild – produce ‘universal’ scenarios role-playing version of The Warlock of Firetop Mountain will be
which can be played using any system. published within the next couple of months. Entitled Fighting Fantasy,
Other common accessories are: Supplements – additional rule- it is designed as a beginner’s game. It uses the same rules for fighting
books which expand the original rules (the ‘basic’ rules may simply tell monsters as Warlock, but includes extra chapters on how to be a
you how to fight monsters; rules may be given in a supplement for how GamesMaster and two complete adventures, mapped out and well
different types of weapon can be used); Character Sheets – similar to illustrated. Fighting Fantasy bridges the gap between the Gamebooks
the Adventure Sheet given on pages 16–17 in this magazine; and the more complicated role-playing games.
Miniatures – miniature figures of dwarfs, wizards, goblins and
dragons cast in metal which can be painted and used to represent
adventurers and monsters in the game; Floor Plans – dungeon layouts
of rooms and passageways drawn to scale for miniatures that can be
used to map out an adventure as it takes place; and Referee’s Screens
– cardboard screens to hide the GM’s maps and printed with handy
reference tables.
None of these accessories are essential to the games. But most
players find themselves indulging in a few accessories – particularly
miniatures – once they have started playing.

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on glass and iron for sadistic pleasure. However, it is safe to handle
any object sprinkled with the potion if silk gloves are worn.

n each issue we shall be featuring a selection of new monsters


which will appear in future Fighting Fantasy Gamebooks. The four
described in this issue have been created by Ian Livingstone for
you to include in the adventures you design for yourself. You may
even want to substitute some of these monsters for those in the
existing books when playing a two-player version – i.e., one person
reading out the options and rolling the dice for the monsters while the
other person makes the decisions and rolls the dice for the adventurer.

BIRD MAN
Usually dwelling in warm climates, these sinewy bird-like men live
high on rocky crags in small groups. They are green in colour and their
hands and feet are virtually claws. Their wings are thin membranes
and they have beaks and shrill voices. They attack humans for their
metal objects, which are symbols of power to the Bird Men. Swooping
silently down on their prey, they are swift and ruthless killers, using
their sharp claws and occasionally a stolen short sword. Their speed
and cunning are a dangerous combination, and many adventurers
have been killed in the open by not paying enough attention to the sky.
BIRD MAN SKILL 12 STAMINA 8

SENTINEL
It was Baron Kognoy of Kaypong, a province to the east of Fang, who
first sought more sophisticated ways of guarding his wealth than by
simply locking it up in a treasure chest. He hired a learned wizard to
develop a special potion that would surprise any would-be looter.
When it was finally ready, Baron Kognoy was extremely pleased with
the result, and even went into business with the wizard to sell the
special potion, such was the demand after the secret was revealed. It is
a delightfully simple potion to use. A few drops are sprinkled on to any
gemstone or precious metal. As soon as that stone or metal is touched
by human flesh, it will be transmuted into a S E N T I N E L made of the
same substance as the stone or metal. Thus, a Gold Piece would
transmute into a G O L D S E N T I N E L , and a diamond into a
D I A M O N D S E N T I N E L – fanatical and almost invincible warriors.
They are immune to blows from normal weapons unless their
adversary is already holding the gem or metal of which the Sentinel is
made. Thus, Attack Rounds against a G O L D S E N T I N E L can never
be won unless you are holding a Gold Piece.

SKILL STAMINA
Gem S E N T I N E L S 11 9
Metal S E N T I N E L S 12 12

Of course, some owners of the potion experimented with sprinkling it

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They do not, however, have very tough hide and can be killed quite EARTH DEMON
easily if you are able to wound them.
These rare gargantuans’ lives are dormant for the most part. Made of
rock and earth, they lie just beneath the surface of the ground, waiting
MESSENGER OF DEATH for unwary travellers to step on them. Then they rise out of the ground,
These soulless creatures are perhaps the most bizarre killers known to pulling up roots and bushes which are attached to them. They attack
man. They are assassins who delight in a psychological game of fear. by crushing their victims and are incredibly powerful.
Their appearance is quite horrifying; ragged clothes cover their long
EARTH DEMON SKILL 12 STAMINA 15
thin bodies, and their faces have hollow eyes and mouths filled with
thick slime which makes their deep voices sound like a sickening An Earth Demon’s strength comes from the earth itself, and a wound
gurgle. In order to kill its prey, a M E S S E N G E R O F D E A T H must will reduce its S T A M I N A by only 1 point instead of the usual 2. Its
take a chance with its own life. It must sentence its victim by touching source of strength, though, is also its weakness. If the Earth Demon
it and by uttering the word ‘death’. Only then is the Messenger of Death can be lifted off the ground during an Attack Round instead of being
vulnerable to a silver weapon being plunged into its heart. If this is not attacked with a weapon, it will lose 6 points from its S T A M I N A score. If
done, then the game of death commences. The Messenger of Death you win an Attack Round, you may elect to lift it instead of inflicting the
will disappear to lay its message ahead of its victim. The letters of the 1 point wound; if so, you have manoeuvred yourself into a position to
word ‘death’ will be marked in various places in different forms. One attempt to lift it without it being able to harm you. Roll two dice. If you
letter could be painted on a door, another chipped out of stone and roll a double, then the attempt to lift it will be successful.
another etched in metal. Only if all the letters are read by the victim will
It is not certain why Earth Demons attack humans, as they do not eat
the Messenger of Death reappear to watch the life drain away from its
them. There is a legend that suggests that Earth Demons were created
helpless prey. It is thought that Messengers of Death inhabit the same
by an alchemist’s experiment which went sadly wrong. A potion spilt
undead plane as Spirit Stalkers.
on the ground produced the first Earth Demon and its innate hatred for
MESSENGER OF mankind.
DEATH SKILL 7 STAMINA 6

Do you have a pet monster which you would like others to read about
in gruesome detail? Send in a description of your own monster. A
drawing of it may help the description, but it is not essential. We will
publish the best monsters in a future issue and a prize of £10 will be
awarded to the creator of each monster published. Don’t forget to give
its S K I L L and S T A M I N A scores. Attach the Entry Token below to your
monster description and send it to:
Out of the Pit, Warlock Magazine, Penguin Books Ltd, 536 King’s Road,
London SW10 0UH, England, to arrive not later than 31 May 1984.
Overseas entries accepted until
31 October 1984.

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As you will soon discover after entering the Warlock’s dungeon, it is distances or measurements are given. For example, you may read:
important to keep a record of where you have explored and what is in ‘The passageway heads north for some time, then bends round to the
each room. Keeping a map of your adventure is an important step east, then turns north again.’ How do we map this? Again, trial and
towards completing your quest successfully. error will solve this one. In the end, it doesn’t matter whether you get
Maps can be drawn out on plain paper, but squared graph paper is the distances exact, so long as the connections with other passage-
by far the most convenient way of keeping a track of your journey. ways are accurate.
Facing this page is a specially drawn sheet of mapping paper which The size of rooms and the width of passageways are never given in
you can use to map the Warlock’s dungeon. the adventures. As a general guide, assume that normal passageways
It is not always easy to map the Fighting Fantasy Gamebooks. are roughly three metres across. ‘Narrow’ passageways are about half
Directions are usually given as to which way the passages twist and this width. Rooms are normally about ten metres square, with ‘small’
turn to the north, west and so on. But this is not always the case. When and ‘large’ rooms being correspondingly larger or smaller. The
no directions are given, it is much more difficult to map. You will illustrations can sometimes be helpful in giving an idea of room size.
sometimes find that you are drawing in a room over one which is
supposed to be already there! This lack of direction, though, only adds
to the problems of solving the adventure. With care and patience, the
Symbols
correct map can eventually be worked out from the various
connections. When drawing maps, it is useful to have a standard set of symbols to
If you are finding your way through a maze, it is well worth making a represent the various types of obstacles you can come across. In
note of the references you have passed through, so that you will know future adventures you will need to distinguish between open, locked
when you return to the same place. and secret doors, traps, pits, etc. Suggested symbols for these are
Another problem with mapping lies in the fact that no specific given in the box below.

Do not use a pen to draw the map! It is highly unlikely that you will
How To Use the Mapping Paper map the dungeon out correctly first time. Use a pencil on the mapping
paper so that you can rub off any mistakes and correct them.
On the facing page is a sheet of mapping paper which you can use to One final point: you will probably find that to draw out the whole
map out Firetop Mountain. The entrance has been drawn in. Using this dungeon, you will need more room than is given on the mapping
as a starting point, you can continue the map as you explore the paper. You may either photocopy this sheet and stick sections of it
dungeon. An example of how to make your map is given above, using together, or you may continue off the sheet on to a piece of graph
the standard symbols. paper.

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The Warlock of Firetop Mountain is an Part novel and part game, the adventure fair amount of luck, you may survive through
adventure with a difference. Before starting, will hold many surprises and problems for all the traps and battles to reach (in Part Two)
you will need two dice, a pencil and an eraser. you. Each page presents different challenges, the innermost chambers of the Warlock’s
Then, armed with these tools, you can be- and the choices you make will send you on domain, where the treasure is hidden.
come the hero in a perilous quest to find the different paths and into different battles. You If you already have the Warlock of Firetop
Warlock’s hidden treasure. The treasure is may get lost in the maze, have your strength Mountain book, you have a surprise in store!
concealed deep within a dungeon which you sapped by a hideous Wight, die in a battle with You will find that this two-part adventure has
must explore, populated with a multitude of Orcs or fall to any one of the dozens of been changed, which means that you will
underworld monsters which you must fight creatures guarding the Warlock’s treasure- have to plan your route differently to succeed
and kill – or be killed in the attempt. vaults. Or, with courage, determination and a in this version . . .

Before embarking on your adventure, you – or if you choose to attack the creature
must first determine your own strengths and anyway – you must resolve the battle as
weaknesses. You have in your possession a described below.
sword and a shield together with a backpack
First record the creature’s S K I L L and
containing provisions (food and drink) for the
STAMINA scores in the first vacant Monster
trip. You have been preparing for your quest
by training yourself in swordplay and exercis- Encounter Box on your Adventure Sheet. The
ing vigorously to build up your stamina. scores for each creature are given in the book
each time you have an encounter.
To see how effective your preparations have
been, you must use the dice to determine your The sequence of combat is then:
initial S K I L L and S T A M I N A scores. On pages 1. Roll the two dice once for the creature. Add
16–17 there is an Adventure Sheet which you its S K I L L score. This total is the creature’s
may use to record the details of an adventure. Attack Strength.
On an Adventure Sheet you will find boxes for Your S K I L L score reflects your swords- 2. Roll the two dice once for yourself. Add the
recording your S K I L L and S T A M I N A scores. manship and general fighting expertise; the number rolled to your current S K I L L score.
higher the better. Your S T A M I N A score re- This total is your Attack Strength.
You are advised to either record your scores
flects your general constitution, your will to 3. If your Attack Strength is higher than that
on the Adventure Sheet in pencil, or make
survive, your determination and overall fit- of the creature, you have wounded it.
photocopies of the pages to use in future
ness; the higher your S T A M I N A score, the Proceed to step 4. If the creature’s Attack
adventures.
longer you will be able to survive. Your L U C K Strength is higher than yours, it has
score indicates how naturally lucky a person wounded you. Proceed to step 5. If both
Skill, Stamina and Luck you are. Luck – and magic – are facts of life in Attack Strength totals are the same, you
the fantasy kingdom you are about to explore. have avoided each other’s blows-start the
Roll one die. Add 6 to this number and enter
next Attack Round from step 1 above.
this total in the S K I L L box on the Adventure
4. You have wounded the creature, so sub-
Sheet. Battles
tract 2 points from its S T A M I N A score. You
Roll both dice. Add 12 to the number rolled You will often come across pages in the book may use your L U C K here to do additional
and enter this total in the S T A M I N A box. which instruct you to fight a creature of some damage (see over).
sort. An option to flee may be given, but if not 5. The creature has wounded you, so subtract
There is also a L U C K box. Roll one die, add 6
to this number and enter this total in the L U C K
box.

For reasons that will be explained below,


S K I L L , S T A M I N A and L U C K scores change
constantly during an adventure. You must
keep an accurate record of these scores and
for this reason you are advised either to write
small in the boxes or to keep an eraser handy.
But never rub out your Initial scores.
Although you may be awarded additional
S K I L L , S T A M I N A and L U C K points, these
totals may never exceed your Initial scores,
except on very rare occasions, when you will
be instructed on a particular page.

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2 points from your own S T A M I N A score.
Again you may use L U C K at this stage (see
over).
6. Make the appropriate adjustments to either
the creature’s or your own S T A M I N A
scores (and your L U C K score if you used
L U C K – see below).
7. Begin the next Attack Round (repeat steps
1-6). This sequence continues until the
S T A M I N A score of either you or the crea-
ture you are fighting has been reduced to
zero (death).

equal to or less than your current L U C K score, cally instructed. Drinking the Potion of Skill
you have been lucky and the result will go in (see later) will restore your S K I L L to its Initial
your favour. If the number rolled is higher level at any time.
than your current L U C K score, you have been
unlucky and you will be penalized. Stamina and Provisions
This procedure is known as Testing your Your S T A M I N A score will change a lot during
Luck. Each time you Test your Luck, you must your adventure as you fight monsters and
subtract one point from your current L U C K undertake arduous tasks. As you near your
score. Thus you will soon realize that the goal, your S T A M I N A level may be dangerous-
more you rely on your luck, the more risky this ly low and battles maybe particularly risky, so
will become. be careful!

Your backpack contains enough Provisions


Using Luck in Battles for ten meals. You may rest and eat only when
allowed by the instructions on a page, and
On certain pages of the book you will be told you may eat only one meal at a time. Eating a
to Test your Luck and will be told the meal restores 4 S T A M I N A points. When you
consequences of your being lucky or un- eat a meal, add 4 points to your S T A M I N A
lucky. However, in battles, you always have score and deduct 1 point from your Pro-
the option of using your luck either to inflict a visions. A separate Provisions Remaining box
more serious wound on a creature you have is provided on the Adventure Sheet for
just wounded, or to minimize the effects of a recording details of Provisions. Remember
wound the creature has just inflicted on you. that you have a long way to go, so use your
Escaping If you have just wounded the creature, you Provisions wisely!

On some pages you may be given the option may Test your Luck as described above. If you Remember also that your S T A M I N A score
of running away from a battle should things are lucky, you have inflicted a severe wound may never exceed its Initial value unless
be going badly for you. However, if you do run and may subtract an extra 2 points from the specifically instructed on a page. Drinking the
creature’s S T A M I N A score. However, if you Potion of Strength (see later) will restore your
away, the creature automatically gets in one
are unlucky, the wound was a mere graze and S T A M I N A to Its Initial level at anytime.
wound on you (subtract 2 S T A M I N A points)
you must restore 1 point to the creature’s
as you flee. Such is the price of cowardice.
S T A M I N A (i.e. instead of scoring the normal
Note that you may use L U C K on this wound in Luck
2 points of damage, you have now scored
the normal way (see below). You may only
only 1). Additions to your L U C K score are awarded
Escape if that option is specifically given to
through the adventure when you have been
you on the page. If the creature has just wounded you, you may
particularly lucky. Details are given on the
Test your Luck to try to minimize the wound. If
pages of the book. Remember that, as with
you are lucky, you have managed to avoid the
Fighting More Than One Creature S K I L L and S T A M I N A , your L U C K score may
full damage of the blow. Restore 1 point of
never exceed its Initial value unless specifi-
If you come across more than one creature in S T A M I N A (i.e. instead of doing 2 points of
cally instructed on a page. Drinking the
a particular encounter, the instructions on damage it has done only 1). If you are unlucky,
Potion of Fortune (see later) will restore your
that page will tell you how to handle the you have taken a more serious blow. Subtract
L U C K to its Initial level at any time, and
battle. Sometimes you will treat them as a 1 extra S T A M I N A point.
increase your Initial L U C K by 1 point.
single monster; sometimes you will fight each Remember that you must subtract 1 point
one in turn. from your own LUCK score each time you Test
your Luck.
Luck
Restoring Skill, Stamina and Luck
At various times during your adventure, either
in battles or when you come across situations Skill
in which you could either be lucky or unlucky
(details of these are given on the pages Your S K I L L score will not change much
themselves), you may call on your luck to during your adventure. Occasionally, a page
make the outcome more favourable. But may give instructions to increase or decrease
beware! Using luck is a risky business and if your S K I L L score. A Magic Weapon may
you are unlucky, the results could be dis- increase your S K I L L , but remember that only
one weapon can be used at a time! You
astrous.
cannot claim 2 S K I L L bonuses for carrying
The procedure for using your luck is as two Magic Swords. Your S K I L L score can
follows: roll two dice. If the number rolled is never exceed its Initial value unless specifi

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You will start your adventure with a bare quest. You may choose to take a bottle of any scores to their Initial level (and the Potion of
minimum of equipment, but you may find of the following: Fortune will add 1 point to your Initial L U C K
other items during your travels. You are A Potion of Skill – restores S K I L L points score before L U C K is restored)
armed with a sword and are dressed in leather A Potion of Strength – restores S T A M I N A Each bottle of potion contains enough for two
armour. You have a backpack to hold your points measures i.e. the characteristic may be re-
Provisions and any treasures you may come A Potion of Fortune – restores L U C K points stored twice during an adventure. Each time it
across. You also carry a lantern which lights and adds 1 to Initial L U C K is used make a note on your Adventure Sheet.
your way.
These potions may be taken at any time Remember also that you may only choose one
In addition, you may take one bottle of a during your adventure. Taking a measure of of the three potions to take on your trip, so
magical potion which will aid you on your potion will restore S K I L L , S T A M I N A or L U C K choose wisely!

There is one true way through the Warlock’s doubt fall foul of. There are many ‘wild-goose to his treasure. You can expect many frustra-
dungeon and it will take you several attempts chase’ passages and while you may indeed tions in Firetop Mountain.
to find it. Make notes and draw a map as you progress through the dungeon, you will not The one true way involves a minimum of risk
explore – this map will be invaluable in take the Warlock’s treasure unless you have and any player, no matter how weak on initial
future adventures and enable you to progress picked up certain specific items on the way. dice rolls, should be able to get through fairly
rapidly through to unexplored sections. easily.
Several keys will be found in dungeon rooms.
Not all rooms contain treasure; many merely Only by arriving at the Warlock’s treasure with May the luck of the gods go with you on the
contain traps and creatures which you will no the correct keys to open his chest will you get adventure ahead!

14
15
16
17
18
19
1
At last your two-day hike is over. You un-
sheathe your sword, lay it on the ground and
sigh with relief as you lower yourself down on
to the mossy rocks to sit for a moment’s rest.
You stretch, rub your eyes and finally look up
at Firetop Mountain.

The very mountain itself looks menacing. The


steep face in front of you looks to have been
savaged by the claws of some gargantuan
beast. Sharp rocky crags jut out at unnatural
angles. At the top of the mountain you can see
the eerie red colouring – probably some
strange vegetation – which has given the
mountain its name. Perhaps no one will ever
know exactly what grows up there, as climb-
ing the peak must surely be impossible.

Your quest lies ahead of you. Across the


clearing is a dark cave entrance. You pick up
your sword, get to your feet and consider
what dangers may lie ahead of you. But with
determination, you thrust the sword home
into its scabbard and approach the cave.

You peer into the gloom to see dark, slimy


walls with pools of water on the stone floor in
front of you. The air is cold and dank. You
light your lantern and step warily into the
blackness. Cobwebs brush your face and you
hear the scurrying of tiny feet: rats, most
likely. You set off into the cave. After a few
yards you arrive at a junction. Will you turn
west (turn to 71) or east (turn to 12)?

2
Test your Luck. If you are Lucky, you escape
without attracting the Ogre’s attention. If you
are Unlucky, you curse as you kick a small
stone which goes skidding across the cavern
floor- You draw your sword in case the Ogre
has heard it-turn to 16. If you were Lucky,
you creep down the corridor back to the
crossroads. Turn to 269.

3
The bell gives a dull clang and after a few
moments you see a withered old man climb
into a small rowing boat moored on the north 97) or will you continue northwards (turn to around you hear a loud cry from behind you
bank. He rows slowly across to you, moors the 22)? and swing round to see a wild man leaping
boat and limps towards you. He asks you for 3 towards you wielding a large battle axe. He is
Gold Pieces. When you protest at the price he a mad B A R B A R I A N and you must fight
mumbles some flimsy excuse about ‘infla- 6 him!
tion’. He begins to get angry at your protesta- The large solid door has no handle. You
tions. Do you pay him the 3 Gold Pieces (turn charge it, but to no avail. The door is not BARBARIAN SKILL 7 S TA M I N A 6
to 272) or threaten him (turn to 127)? going to budge. You decide to give up and go There is a door in the north wall opposite,
through the opening you passed in the through which you may Escape during the
4 east–west passageway some way back. Turn battle (turn to 189). If you defeat the Bar-
You are in a short passageway which comes to 89. barian, turn to 273.
to a dead end several metres ahead of you.
You may search for secret passages (turn to 7 9
146), or you may return to the crossroads and
You are on the north bank of a fast-flowing Amazed at the success of your bluff, you
either follow the passage ahead to the north
river in a large underground cavern. Turn to decide to push your luck a little further. You
(turn to 191), or turn to the west (turn to 11).
214. can either examine the Skeletons’ tools or
pretend you’re looking for work-sheets and
5 look through the drawers of the various
A rough timber doorway is on the east wall of 8 benches. If you choose the tools, turn to 34. If
the passage. You listen at the door and can The passage ahead ends at a sturdy door. You you search the drawers, turn to 98. You hear
hear a jolly sort of humming sound. Do you listen but hear nothing. You try the handle, it a noise from behind the north door and realize
want to knock on the door and go in (turn to turns, and you enter the room. As you look you will have to hurry!

20
10 16 Cheese during your adventure, turn to 32.
You arrive back at the junction and turn You draw your sword, and as you do so the Otherwise, turn to 59.
northwards. Turn to 77. Ogre hears you and prepares to attack:

OGRE SKILL 8 S TA M I N A 10
11 If you defeat him, turn to 50. After the second
You follow the passage westwards until it Attack Round, you may Escape down the
turns round a corner to the south. Just before passage (turn to 269).
the bend is a signpost which reads ‘Under
Construction’. In front of you is the beginning 17
of a stairway leading downwards. Only three
Using the wooden stake and mallet (or
steps have been built so far. A number of
makeshift mallet if you aren’t carrying one),
shovels, picks and other tools were lying on
you form a cross and move towards the
the ground by the steps but, as you turned the
Vampire, backing it into a corner. It hisses
corner, they suddenly flurried into action and
and snatches at you but cannot come near
began working on the steps. You are now
you. However, it is going to be tricky getting
watching various tools digging and hammer-
the stake through its heart.
ing as if being handled by invisible workers. A
humming chant becomes louder and you As you advance, you stumble and fall for-
recognize it as: ‘Heigh-ho, Heigh-ho, it’s off to wards. As luck would have it, the stake flies
work we go . . .’ As you stand watching you forward and plunges into the shrieking crea-
start to chuckle – the scene is quite amusing. ture. Test your Luck. If you are Lucky, the
You sit and watch and even manage to chat to stake pierces the Vampire’s heart. If you are
some of the magical tools. Gain 2 S T A M I N A Unlucky, the Vampire is merely grazed by the
points and 1 S K I L L point whilst you relax. wound (deduct 3 points from its S T A M I N A )
Then turn back up the passageway to the and it flings you backwards across the room
crossroads where you may go either north- towards the west door. To Escape through it,
wards (turn to 191) or southwards (turn to turn to 226. To keep on fighting, turn to 144.
250). If you were Lucky and killed the Vampire, you
may look for its treasure – turn to 109.
21
12 18 The green blood of the dead Orcs smells foul
The passageway soon comes to an end at a as it seeps from their bodies. You step around
You walk westwards along the passageway.
locked wooden door. You listen at the door the corpses and investigate the chest. It is a
After fifty metres or so, the way turns north-
but hear nothing. Will you try to charge the sturdy affair, made of strong oak and iron,
wards. Two or three paces up the passage,
door down? If so turn to 156. If you would and it is firmly locked. You may try to smash
you hear a rumbling beneath your feet and
rather turn round and go back to the junction, the lock with your sword (turn to 131) or leave
you try to leap back as the ground gives way.
turn to 92. it alone and go through the open door (turn to
Test your Luck. If you are Lucky, you manage 26).
to leap quickly backwards before a pit opens.
If you are Unlucky, you are too slow and you
13 22
fall over two metres down into a pit – lose 1
Your head hurts and you feel dizzy as you rise S T A M I N A point. If you were Lucky, you had Northwards the passageway ends at a solid
to your feet. The tour men stir into action and better return to the junction (turn to 261). If wooden door. You listen at the door but can
move towards you in single file with their you were Unlucky, turn to 150. hear nothing. There appears to be no choice
weapons ready. You grope your way down the but to open the door and enter the room,
wall for the south door but it will be touch and 19 which you do. It’s a large square room. You
go whether you make it. Your foot slips on a flash your lantern around the room and catch
loose pebble and you fall to the ground. These two evil creatures are G O B L I N S. a quick glimpse of its emptiness – although
Before you can regain your footing, the They attack you one at a time. there are murals on the wall – before your
creatures are upon you. Turn to 105. SKILL S TA M I N A lantern suddenly goes out. You try to re-light
First GOBLIN 5 5 it, but it will not catch. In the blackness you
Second GOBLIN 5 6 hear a succession of frightful noises. Howls,
14 screams, cries and wails are getting louder
You see a well-used door on the right-hand If you kill the Goblins, turn to 260. and louder until they reach the pitch where
(east) side of the passageway. With your ear you must cover your ears. Do you have a Blue
to the keyhole, you listen and hear a man 20 Candle? If so, turn to 239. If not, turn to 40.
screaming for help from inside. Will you open The passage continues for quite some time,
the door (turn to 213) or walk on (turn to 79)? then you reach the foot of a staircase cut into
the rock. You ascend the stairs and they end
at a wooden door with rusty hinges. Listening
15 at the door, you can hear some scratching
As you sit on the bench and eat your food, you sounds. You try the handle and the door
begin to feel deeply relaxed and the aches creaks open. You step into a bare room
from your body seem to be soothing them- scattered with bones. There is a door on the
selves away. This resting place is enchanted. wall opposite. Gnawing at the bones are three
You may restore 2 additional S T A M I N A points G I A N T R AT S which stop to look at you as
as well as the normal amount (but only if this you enter. Each is at least one metre long and
does not exceed your Initial S T A M I N A score) their tatty coats indicate that they are fighters.
and restore 1 S K I L L point if any have been You will have to take them on if you are going
lost. When you are ready to continue, move to get through the room, as they no doubt see
along the passage and turn to 194. you as a tasty meal. If you have collected any

21
23 in his belt contains 8 Gold Pieces and a metal 32
The passageway ends in a solid doorway and key marked with the number 9. You are a little You toss the Cheese across the room at the
you are surprised to see a leather skirt tacked concerned about the second chair. To whom Rats and they scramble for it, nipping and
along the bottom of the door. You listen but does it belong? You decide to leave the scratching each other as they fight for it.
hear nothing. Will you enter the room (turn to cavern the way you came. Turn to 157. But Having distracted them, you pass through the
107) or return to the junction (turn to 229)? add 2 L U C K and 2 S K I L L points for your room and leave by the door in the north wall.
victory. Add 2 L U C K points for your good fortune.
Turn to 124.
24
29
After you have suffered your third wound, you
Apart from the boots, which you decide to 33
notice that your strength is ebbing. Lose 1
ignore, there appears to be little of value in The sleeping creature awakens startled. He
S K I L L point. You deduce that this is yet
the cavern. You decide to head back the way jumps up and rushes at you, unarmed. With
another magical power of this foul creature
you came. Turn to 215. your sword you should be able to defeat him.
and you feel a shiver of panic. Will you
continue or run? If you want to Escape, pay but his sharp teeth look rather vicious. You
the penalty and turn to 175 to flee through 30 may Escape through the door (turn to 94) or
The box contains a small leather-bound book stand and fight the O R C who is attacking
the north door. Otherwise the fight goes on.
entitled The Making and Casting of Dragon- you.
If you defeat the creature, turn to 135. But fire. You open the pages and begin to read. ORC SKILL 6 S TA M I N A 4
from now on, every third wound that the beast Fortunately it is written in your own language
inflicts takes 1 point from your S K I L L . and so was probably not understood by the If you defeat the creature, you may take the
Orcs-otherwise this treasure would certainly box. Turn to 147.
25 not be as loosely guarded as it was.
The paintings are portraits of men. Your spine 34
The book is written in tiny handwriting by
shivers as you read the nameplate under the Farrigo Di Maggio. In it he tells the story of his Looking through the tools, you come across a
one on the west wall – it is that of Zagor, the life’s work; the creation of the Dragonfire mallet with a hardwood head and a chisel with
Warlock whose treasure you are seeking. You spell with which to fight evil Dragons. You a solid silver blade. You may keep either of
look at his portrait and realize you are pitting read how, in his last years, Farrigo finally these if you are prepared to forfeit one of the
yourself against an awesome adversary. You perfected his spell but by then was too old to items of equipment you are carrying. If you
have the feeling that you are being watched make use of it. So he completed his book, wish to do so, make the appropriate adjust-
and notice the piercing eyes following you as locked it in a chest and hid it in the depths of ments to your Equipment List. The noise from
you move. You find yourself drawn towards Firetop Mountain, afraid that it might fall into the north door gets louder and you move up
his portrait and your fear rises. Lose 1 S K I L L the wrong hands. The last page reads: to investigate. Turn to 96.
point. Do you have the courage to try to
combat the Warlock? You may either leave 35
through the north door straight away (turn to As you step into the room, the door swings
90) – but treat this as an Escape. Or you may shut behind you. As it closes, there is a click
look through your pack for a weapon to use and a hiss. From the centre of the ceiling, a jet
against the Warlock’s power – turn to 133. of gas is filling the room with an acrid vapour.
You breathe and cough deeply. You look at
the door and then the key. Will you return to
the door and escape quickly (turn to 136) or
hold your breath and dash for the key first
(turn to 177)?

36
The locked door bursts open and a nauseat-
ing stench hits your nostrils. Inside the room
the floor is covered with bones, rotting
vegetation and slime. A wild-haired old man,
clothed in rags, rushes at you screaming. His
beard is long and grey, and he is waving an
26 old wooden chair-leg. Is he simply insane as
You arrive back at the junction in the passage he appears, or has this been some kind of
You say these words slowly and softly.
and walk straight on eastwards. Turn to 113. trap? You may either shout at him to try to
Suddenly the pages seem to glow and as this
calm him down (turn to 263), or draw your
glow disappears, so do the words on the
sword and attack him (turn to 161).
27 pages of the book. You repeat the spell to
yourself to memorize it and leave the room.
The sword is enchanted and will aid you in 37
Turn to 42.
battle. As long as you use this sword, you may
Standing at the crossroads you may go either
increase your Initial S K I L L by 2 points. You
31 north (turn to 191), west (turn to 11) or south
may also add 2 points to your current S K I L L
(turn to 4).
value. Add 2 points to your L U C K for finding If you have the jewel from the Eye of the
this sword. Throw your old sword away and Cyclops, you hold it in front of the Warlock.
turn to 91. If you would rather keep your own His intimidating stare turns to an expression 38
sword, leave your S K I L L as it is and just take of pain. He obviously feels the jewel’s power. You open the door to find the Werewolf’s
the L U C K bonus. Suddenly his eyes turn white and his expres- larder, a miscellaneous collection of bones
sion goes limp. Your confidence gains as you and decaying meats. The smell is nauseating,
realize you have won your first real battle. although a jar of pickled eggs seems to offer
28 Gain 2 S K I L L points. Put the jewel into your fairly palatable food. If you wish to take these,
The mighty Giant lies dead! You search his pack and leave through the north door. Turn
cavern and find little of use, although a purse to 90

22
23
46
You arrive at the end of the passage, where it
meets another going east-west. But an iron
portcullis blocks your way and no amount of
charging is going to budge it. On the wall to
45 your right are two levers and it seems likely
The Cheese hits the portrait and bounces off. that these levers have something to do with
there will be enough for two meals; add 2 You hear an evil laugh coming from the walls raising the portcullis. Do you wish to pull the
points to your Provisions. right lever or the left lever?
and realize the Warlock is mocking you. You
Back in the room you may now go out through decide to leave the room by the north door.
Right Turn to 128
the south door. Turn to 66. Turn to 90.
Left Turn to 243

39
On the east wall of the passage you see
another door, this time made of solid metal.
Listening at the door you hear the sound of
tortured screams coming from within. If you
wish to try opening the door, turn to 102. If
you decide to ignore this room and continue
up the corridor, turn to 46.

40
The ear-piercing sound gets louder and
louder. The pain is unbearable. Reduce your
S K I L L score by 1 for the agony. You begin to
grope in the dark for a wall. Do you head for:

The west wall? Turn to 167


The north wall? Turn to 265
The east wall? Turn to 181

41
He is a powerful adversary – a WI G H T ! He is
large, strong and evil. The battle commences:

WIGHT SKILL 9 S TA M I N A 6

You fight with your sword. After you have


inflicted your first wound on him, turn to 64.

42
You eventually arrive at the end of the
passage, at a three-way junction. You may
turn either to the west (turn to 257) or to the
east (turn to 113).

43
To your left, on the west face of the passage,
there is a rough-cut wooden door. You listen
at the door and can hear a rasping sound
which may be some sort of creature snoring.
Do you want to open the door? If so, turn to
82. If you wish to press on northwards, turn to
208.

44
Panting after the struggle, you sit down to
collect yourself and finish the Provisions you
started. Eventually you pack your bag and
wade into the stream. Turn to 256.

24
47
In the middle of the river, the bridge swings to
and fro as it strains to take your weight. The
handrail comes away suddenly as you lean on
it. Roll one die. A roll of 6 sends you plunging
into the river below – turn to 158. Any other
number means you regain your balance. To
go on, turn to 258.

48
The old man is furious at your killing his dog!
His eyes turn white with anger. He slowly rises
from his seat and as he stands he appears to
gain in size and stature. He is changing in
front of your eyes. He sprouts hair on his face
and forearms. His nose lengthens and be-
comes dog-like. His teeth are pointed. He is a
W E R E W O L F and he advances towards you.

You can Escape only through the door behind


you to the south (turn to 66). Otherwise you
must fight him:

WEREWOLF SKILL 8 S TA M I N A 8

If you defeat him, turn to 203.

49
The door squeaks open on rusty hinges. The
room is dark and your eyes begin to adjust
themselves as you close the door behind you.
You hear a shuffling in the room but before
you can react, a blow to your head knocks you
senseless. Lose 2 S T A M I N A points and turn
to 122.

50
The slain creature crashes to the ground. You
go through his garments and find nothing,
but there is a small pouch hanging round his
neck. Inside this pouch are 3 Gold Pieces.
You may take these if you wish. Nothing else
rolled is equal to or less than your S K I L L 56
score, the door opens (turn to 155). If the As your sword splashes into the water, a
is of value in the cavern so you leave and head
number exceeds your S K I L L score, the door bubbly voice says, ‘Thank you!’ It now seems
back to the junction. Turn to 269.
shudders but does not budge, and you wince that the only way onwards is to swim down-
in pain as you hit the door – lose 1 S T A M I N A stream to the east. You plunge into the water.
51 point and continue up the corridor (turn to Turn to 256.
You drink the Potion and can see the look of 39).
astonishment spread across the Troll’s face. 57
He comes up to you and feels for you, but you 54
As you enter the cavern you hear loud
step aside and he gropes the air fruitlessly. He The passage twists and turns and eventually
footsteps behind you, crunching heavily on
thrashes around, clutching for you, but you ends in a solid iron door. You listen but hear
the rocky floor. You crouch down beside the
are easily able to sidestep him. Eventually he nothing. You can try to open the door (turn to
entrance in a small alcove in the rock. The
gives up and returns to his chamber, just in 134) or you can go back to the junction (turn
steps get louder and you see a great O G R E
time, as you feel yourself reappearing. Add 2 to 87).
enter the cavern! He stands over two metres
L U C K points. You may leave along the pas- tall and is dressed in ill-fitting garments made
sage to the north. Turn to 20.
55
from some sort of hide. He carries a large
Roll two dice. If the total rolled is less than or wooden club. You may:
equal to your L U C K score and is also less than
52 or equal to your S T A M I N A Score, then you Attack him as he enters Turn to 16
Test your Luck three times. If you are Lucky manage to hold on and manoeuvre the raft Try to creep out without him
each time, you make it across to the far door across to the north bank (do not deduct a noticing you Turn to 2
and can leave the room. Turn to 162. On the L U C K point). You arrive safely, but as you step Try to distract him by throwing
first throw that you are Unlucky, you step on a on to the bank, the raft drifts away and makes something into a far corner
hand the – turn to 108. its own way across the river to the south bank. of the cavern Turn to 119
Turn to 7.
If you exceed your L U C K and/or S T A M I N A 58
53
totals, the raft throws you into the water and Cautiously you creep along the passageway.
You charge the door, hitting it squarely with you start to swim back to the south bank. Turn After a short time it turns sharply to the north.
your shoulder. Roll 2 dice. If the number to 166. At the corner there is a bench of solid wood

25
and above the bench a sign reads ‘Rest Ye door. To try the door, turn to 6. If you would 67
Here Weary Traveller’. Here you may stop and prefer to return along the passage and go
The passageway ends in a door at which you
eat Provisions if you wish (turn to 15) or through the narrow opening, turn to 89.
listen but hear nothing. Trying the handle,
continue (turn to 194).
you find that the door opens to reveal a large,
63 square room. The room is completely bare,
59 As you walk along the corridor, you can see but the floor is covered in a mosaic of tiles.
You draw your sword and wait for the Rats to ahead that it is getting narrower. At one point Two shapes stand out on the floor; star-
spring. As the leader prepares to jump, you you stoop, and as you do so, a deep, shaped tiles and hand-shaped tiles A door on
shout loudly and leap forward at it. Your cry resonating laugh starts up around you. Do the opposite wall is the only way through. Will
frightens off the other two and they scamper you wish to continue? If so, turn to 179. If you you:
back a few paces. Fight each of the Rats in wish to turn back, turn to 10.
Walk across the room to the door? Turn to 52
turn:
Walk across the room stepping
SKILL S TA M I N A
64 only on stars? Turn to 178
First R AT 5 4 Something is not quite right. You landed a fair Walk across the room stepping
Second R AT 6 3 blow on him, but he appears not to have only on hands? Turn to 108
Third R AT 5 5 noticed the wound! You deduce that this
Undead creature is not vulnerable to normal 68
If you win, you may leave through the door in weapons. You may choose a new weapon.
the north wall. Turn to 124. The two G O B L I N torturers look at each
Armed with this, or your old weapon, turn to
other amazed, then look at you. They chatter
211.
60 to themselves and then indicate for you to
wait while they go off and get another Dwarf
The creature you are facing is a 65 to give them some more fun. They disappear
VA M P I R E ! You have various lines of attack. As you spring at the Chieftain, his servant out of the room and you cut down the Dwarf
Your sword will do little real damage. A rises to his feet, picks up a hefty wooden stick who is, as you guessed, quite dead. You
Crucifix will hold him at bay but will not kill and joins the mêlée. But to your disappoint- decide it best to leave and press on north-
him. If you have either of these you may use it ment he attacks you! Ungrateful wretch! wards up the corridor. Turn to 46.
to get you through the west door (turn to Seeing this, you may Escape through the
226). If you are determined to kill the door down the corridor (turn to 26) or
Vampire, you must overpower it and drive a 69
continue the fight (turn to 206). If you choose
wooden stake through its heart. If you have a Some way along the passage, the corridor
to Escape, you suffer normal escaping penal-
wooden stake and wish to try to kill the bends round to the north and you follow it
ties.
Vampire, turn to 17. If you have none of these, until you reach another junction. At this
draw your sword and turn to 117.

junction you see an arrow cut into the rock,


pointing to the north, and you decide to try
66 this direction. Turn to 244.
61
The door opens and you find yourself in the
As you investigate the cavern, you suddenly
passage leading back to the riverbank. You 70
hear a scurry of steps behind you and swing
return to the river and may now either go for You check over the body. The poor wretch
round to face the grotesque black shape of a
the door in the middle of the rock face (turn to was obviously caught in the same way that
G I A N T S P I D E R which has been stalking
104) or go down the passage running off you were, but his weaker skull shattered
you. The Spider’s body is at least a metre
eastwards along the riverbank (turn to 99). under the club’s blow. He wears a suit of
across and you quickly draw your sword to
defend yourself. leather armour no better than your own, holds
a wooden shield on one wrist and clutches a
GIANT steel-bladed sword in his other hand. In his
SPIDER SKILL 7 S TA M I N A 8 pockets are 8 Gold Pieces and around his
neck is a silver crucifix.
If you win the battle, turn to 29. You may
Escape from the fight down the passageway You may take any two of these items you wish.
after two Attack Rounds and will end up at the Write them on your Equipment List and turn
junction – turn to 215. to 221. Also add 1 L U C K and 1 S K I L L point.

62
You continue along the passageway to the
east. After some thirty metres it turns to the
south. Following it round the bend you
eventually come to a stop at a large armoured

26
27
and notice the number 99 on it. With a smile
you put the jewel and the key in your pack and
set off back to the junction. Turn to 93, after
adding 3 L U C K points – you have a valuable
artefact here.

76
You arrive at another junction. An arrow on
the wall points northwards and you decide to
proceed in this direction. Turn to 244.

77
Several metres up the passageway you arrive
at a junction where you may turn either west
or east. Set in the rock on the north wall is a
small recess where you may rest and eat
Provisions without being seen. If you wish to
take Provisions here, do so. Afterwards you
may set off either eastwards (turn to 148) or
westwards (turn to 18).

78
The passage ends at a sol id wooden door with
metal hinges. Listening at the door, you hear
strange mutterings and the clatter of what
could be pots and pans. Whatever is in there,
there are several of them. Do you want to go
through the door (turn to 159) or turn back
(turn to 237)?

79
Further up the passage you see a door in the
east wall. You listen hard, but can hear no
sound. Do you want to open the door to
investigate? If so turn to 223. If you want to
walk further up the passage, turn to 39.

80
The key fits the lock and opens the door. You
find yourself in a large boathouse. Various
boats, in different stages of construction, are
lying around. Apart from the door behind you
there is another in the north wall. As you
enter, the Skeletons stop their work and
crane their bony necks around to look at you.
71 tually you are walking on a sort of coarse They pick up planks of wood and hammers
There is a right-hand turn to the north in the sand. You notice the passage is widening and and advance towards you. There are five of
passage. Cautiously you approach a sentry ahead you can hear a flowing river. You them. Do you:
post on the corner and, as you look in, you continue until you find yourself in a large
cavern through which a river flows. Turn to Smile nervously and back out of the door into
can see a strange Goblin-like creature in
218. the
leather armour asleep at his post. You try to
passage? Turn to 129
tiptoe past him. Test your Luck. If you are
74 Tell them you’ve come about
Lucky, he does not wake up and remains
buying a boat? Turn to 123
snoring loudly – turn to 43. If you are Unlucky, Test your Luck. If you are Lucky, you break his Tell them you’re their new
you step with a crunch on some loose ground gaze and can prepare to attack. Turn to 60. If
boss and order them back
and his eyes flick open – turn to 248. you are Unlucky, you are under his control
to work? Turn to 195
and drop your sword at his command – turn to
Draw your sword and prepare
118.
72 for battle? Turn to 140
You now have a fresh set of armour, equiva- 75
lent to your own. Decide which of the two you 81
You sit back and rest from the exhausting
wish to keep, throw the other away, and turn A noise startles you, prompting you to leave
battle. You may eat Provisions here. You prise
to 91. the jewel from the still statue. It is heavy in the room quickly. You walk up to investigate
your hand and is worth 50 Gold Pieces. You the north door. Turn to 205.
put it in your pack. As you explore the room
73 82
and the statue, you notice that one of its
The passage ahead leads you northwards. breastplate sections is loose. When you open The door opens to reveal a small, smelly
The rocky floor becomes sandy until even this, a small key is inside. You examine this room. In the centre of the room is a rickety

28
wooden table on which stands a lit candle.
Underneath the table is a small wooden box.
Asleep on a straw mattress in the far corner of
the room is a short, stocky creature with an
ugly, warty face; the same sort of creature
that you found asleep at the sentry post. He
must be the guard for the night watch. You
may either return to the corridor and press on
northwards (turn to 208) or creep into the
room and try to take the box without waking
the creature. If you want to try to steal the box,
Test your Luck. If you are Lucky, he does not
wake up – turn to 147. If you are Unlucky, turn
to 33.

83
Test your Luck. If you are Lucky, you make it
out through the north door – turn to 175. If
you are Unlucky, turn to 154.

84
The door opens into a small room, comfort-
ably furnished with stable, several chairs and
a large bookcase which covers one wall.
Seated at the table is an old man with a long
grey beard, and squatting on the old man’s
shoulder is a small winged beast. This crea-
ture is no more than six centimetres tall. It has
two arms and legs; its skin is a dusty grey
colour. It has tiny sharp white teeth and its
wings are folded behind its back. The old man
says nothing as you walk in through the door,
but he beckons you over to sit down at the
table. He is tossing in his hand two small
white objects. Will you:

Sit down as he tells you? Turn to 204


Leave the room and return to
the junction? Turn to 106
Draw your sword and rush
forward? Turn to 220

85
The water is icy cold. You start to swim and
notice that your splashings are attracting a
moving ‘turbulence’ in the water. Will your
strength and stamina hold out? Roll two dice.
If the roll is equal to or less than your
S T A M I N A score, you believe you can make it
and swim furiously for the north bank – turn
to 151. If the roll totals more than your
last legs and you wish to continue the battle, Goblin tongue, at which you are not very
S T A M I N A score, you decide not to risk it and
then do so. If you win, turn to 259. Otherwise proficient. The first word you cannot under-
return to the south bank – turn to 218. You
you can keep the beast occupied in the faint stand but the others read: ‘. . . N O T D R I N K ’.
may eat Provisions on the south bank.
hope that this mysterious visitor will help you But you are extremely thirsty. Will you drink
in some way. Have one more Attack Round from the fountain? If so, turn to 216. Other-
86 and turn to 152. wise you can pass it by and leave through a
A huge jaw yawns open in front of you. By door in the north wall (turn to 230).
the size of it, the C R O C O D I L E you are swim-
ming towards must be at least three metres 87
89
long. The beast slaps its tail in the water and You arrive back at the junction and this time
glides towards you. You must fight two Attack turn northwards. Turn to 262. You climb through the opening and find
Rounds. yourself at the top of a narrow staircase
leading downwards . . .
CROCODILE SKILL 7 S TA M I N A 6
88 You have now completed Part One of The
Your combined thrashings attract a ‘turbu- You enter another small room, bare except for Warlock of Firetop Mountain. Where will your
lence’ in the water that you had noticed a fountain in the middle. Not a particularly adventure take you? What dangers lie ahead
before and this now makes its way towards grand affair, the fountain is a small carved of you down this narrow staircase? Will you
your part of the river. Out of the corner of your fish, and a short jet of water comes from its meet the Warlock? Or, more importantly, will
eye you notice this and must decide what to mouth. A wooden sign hangs from the fish you reach his treasure? This adventure is
do. If you believe that the Crocodile is on its and this bears a message. It is written in concluded in the next issue of Warlock,

29
available in May. Remember to keep a careful at each end. You now realize what the noise 99
record of your character. Its S K I L L , S T A M I N A was. More Skeletons! Four of them, armed
The passageway runs eastwards. Ahead of
and L U C K scores must be carried over to Part with swords, are running down the corridor
you, you can see that a solid-looking door
Two. And you may need some of the items you towards you.
blocks the passage. You step up to investi-
have found in Part One to see you through
They don’t appear to have seen you and you gate. Turn to 228.
the adventure . . .
notice a slight recess in the wall which may be
a useful hiding place. You decide to try it.
Turn to 212.
100
90
After a few metres you reach another three-
You open the door into a narrow passage and
97 way junction. You may go either northwards
follow it northwards. Some metres up the
(turn to 8) or eastwards (turn to 255).
passageway, it turns to the east, then turns to A voice bids you ‘Come in!’ and you walk into
the north. However, at this second bend, a small room furnished with a table and chair,
there is a small alcove in the rock. It seems a shelves, cupboards and the like, all of which 101
convenient hiding place and a large rock have seen better days. Plates, bowls, cups Your lucky throw catches the Vampire un-
forms a comfortable seat. You may stop here and hundreds of old books line the shelves. In
awares and he shrieks in agony as the stake
and eat Provisions if you wish. When you have the midst of all this clutter, you see a little old
sinks into his heart. You leap over and thrust it
rested, continue northwards. Turn to 253. man in a grubby white gown swaying to and
further into his body. His death cries grow
fro in a rocking chair, still humming happily to
weaker and his lifeless body slumps to the
himself, his eyes fixed on you, but seeming at
91 floor. Turn to 109.
peace with the world. He bids you ‘Good day.’
To find the secret of the second item you have Do you:
collected, turn to 221 and investigate. If you
Start to make conversation 102
have already investigated both items, turn to with him? Turn to 120 The door is not locked and opens. The room
81. Draw your sword and charge in front of you seems to be a small torture
at him? Turn to 247 chamber, with various torture devices around
92 Decide not to waste time the walls. In the centre of the room, two small,
with him and leave, hunchbacked creatures are having their fien-
You arrive back at the junction in the passage. going northwards? Turn to 22 dish way with a Dwarf, who is tied to a hook in
You look left to see the cave entrance in the
dim distance but walk straight on. Turn to 71.

93
You arrive back at the junction and this time
you turn northwards. Turn to 8.

94
You run out of the room and slam the door
shut behind you. You turn northwards up the 98
passageway passing a similar-looking door The drawers are full of nails, tacks and the ceiling by his wrists. The two hunchbacks
further up. Turn to 180. various bits and pieces. In one drawer is a are poking and cutting him viciously with
silver-tipped throwing dart. You may use this their swords. The Dwarf lets out a final scream
in any battle to throw at your opponent before and falls silent, eyes closed. His captors make
95 the battle starts. When you use it, you do not disappointed noises and look round angrily at
You find nothing remarkable about the have to match up Attack Strengths, as you are you as if it were your fault that the Dwarf has
weapons, in fact not a single weapon looks throwing it from a distance. But you must collapsed. You must act quickly. Will you:
more useful than your sword. As you search throw one die to see whether your aim is true. Close the door quickly
the debris, you hear a deep thumping from If you roll a number between 1 and 4, the dart and continue up the
the north followed by a scream which sends a strikes its target and inflicts 2 S T A M I N A corridor? Turn to 46
shiver down your spine. You rush to the north points of damage. If you roll a 5 or 6, it misses Draw your sword and try
door to investigate. Turn to 205. and the battle proper will commence. You to fight the creatures? Turn to 19
may keep this dart if you discard one item of Stride over to the Dwarf,
equipment you are carrying. Adjust your give him a jab with
96
equipment on your Adventure Sheet if you your sword and put on
The door opens into a short corridor about wish to take the dart. The noise from the north an evil laugh for the
fifteen metres long. There are two doors, one gets louder. You go to the north door to torturers? Turn to 68
investigate. Turn to 96.

30
31
103 the floor across to the door is now scattered and find 30 Gold Pieces, a book, and a
You place the helmet on your head. It fits well. with ghoulish hands, flexing and snatching in Y-shaped stick. You may take these items
the air. You draw your sword and chop at the (enter them on your Adventure Sheet) if you
A glow begins to fill your body and you seem
hand. Resolve this battle: will leave behind one item of Equipment you
to possess a power and confidence beyond
are already carrying.
anything you have felt before. The helmet is HAND SKILL 6 S TA M I N A 4
blessed with magic and will allow you to add You can leave through the west door. Turn
1 point to all future dice rolls when computing If you win, turn to 185. to 226. If you are hungry you may take
your own Attack Strength during combat so Provisions here, and you can add 3 L U C K
long as you wear it. Note this on your 109 points for defeating the Vampire.
Equipment List and return to the junction The body on the floor turns visibly older in
(turn to 87). front of your eyes. The face looks fifty, then
ninety, then well over a hundred years old. 110
The skin rots and the eyes decompose as you You are now 8 Gold Pieces richer. You also
watch. You notice a movement coming from find another 2 Gold Pieces in his boot, hidden
the creature’s chest. As the remnants of the there for safety. Turn to 91. Record the Gold
Vampire decay, a small black face breaks on your Adventure Sheet.
through its chest. It resembles a small black
shrew, but as it frees itself and unfurls its
wings you realize it is a bat. You lunge at it, 111
but it flaps away in the darkness.
He will not be pacified. As you shift uneasily
104 You search the whole chamber quickly (re- around the room, he shouts a word at the dog.
You find yourself in a short, narrow passage- member there are several other coffins there!) Turn to 249.
way with a door ahead to the north. You try
this door. Turn to 49.

105
The four creatures shuffling towards you are
mindless ZO M B I E S. Their vacant eyes
suggest that their actions are controlled by a
will which is not their own. You are still too
dizzy to think properly, but you must act
quickly. The first Zombie reaches you and
prepares to swing his club. You must fight
him.

ZOMBIE SKILL 7 S TA M I N A 6

If you defeat the first Zombie, add 2 L U C K


points and turn to face the other three (fight
each in turn):

SKILL S TA M I N A
Z O M B I E with scythe 6 6
Z O M B I E with pick 6 6
Z O M B I E with axe 6 5

If you defeat all four, turn to 115.

106
You arrive back at the junction and this time
take the passageway to the east. The pas-
sageway runs for several paces eastwards,
then turns north. Turn to 67.

107
You enter a small room with bare, rocky walls.
On the far wall hangs a golden key. There
appears to be no other way out of the room.
Do you want to go for the key (turn to 35) or
leave it and return to the junction (turn to
229)?

108
The moment your foot touches a hand tile,
you feel a vice-like grip on your ankle and
look down to see a ghostly white hand gripping
your leg. You fight for your balance and
manage to regain it. But to your horror you
see that, from every hand-shaped tile in the
floor, a similar apparition has appeared, and

32
for the weapons. You must attack each one in Well?’ You tell the old man your story. He
turn. Their drunkenness allows you to add 1 listens intently and replies, ‘Oh yes, in that
point to your dice roll when rolling to workout case you will undoubtedly need one of my
your Attack Strength during each Attack Blue Candles. That will be 20 Gold Pieces
Round. please. Cash it you don’t mind. Yes, I know it’s
expensive, but isn’t everything these days?
SKILL S TA M I N A Not so long ago these were only 5 Gold Pieces
First O R C 5 4 each; but you know what has happened to the
Second O R C 5 5 price of candlewax since the Long Dark Night
If you win the battle, turn to 222. If you wish to – oh, but you probably don’t since you don’t
Escape during the battle, you may do so by come from these parts. Never mind. I can
turning to 42. guarantee it’s still worth the price. You might
need it sooner than you think . . .’

117 If you decide to buy a candle, pay for it and


add it to your Equipment List. You are getting
As you swing your sword at the creature, it
a little tired of his constant prattling. Leave
reaches out and catches the blade in its hand!
the room and go northwards. Turn to 22.
Your weapon is almost ineffective against the
considerable strength of the creature. You
112
realize this and panic, but you must fight on.
Both pieces of wood are Y-shaped and
smooth, as if washed up from a river. You may VA M P I R E SKILL 10 S TA M I N A 10
put these in your pack and then either leave If you defeat the Vampire, turn to 109. If you
through the north door (turn to 73) or stay wish to try to Escape, which you may only do
and examine the rope (turn to 125). If you after 6 full Attack Rounds, you will have to be
take the pieces of wood, you must leave lucky. Test your Luck. If you are Lucky, you
behind one item from your pack. may Escape through the west door (turn to
226). If you are Unlucky, you must continue
this fight for a further 6 Attack Rounds before
113 trying to Escape again. If you roll an 11 or 12
You arrive at another junction in the passage. and you are Unlucky (i.e. your current L U C K
You may either go northwards (turn to 14) or score is below 11), then turn to 224.
continue eastwards (turn to 78).

118
114 As you approach he rises from his coffin,
The barrels contain a clear brown liquid. You spreads his cloak and takes you under it. Your
sniff it. It smells like rum. You taste it. It is rum. last living memory is a flash of pain as his
You cup your hands, pour some in and take a sharp teeth sink into your neck. You should
swig. You gasp – by golly, it’s good! Restore 6 never have let yourself get into eye-contact
points of S T A M I N A and 1 L U C K . Turn to 81. with a VAMPIRE!

119
115
You open your pack and reach inside for
The poor wretches lying dead at your feet
something suitable to throw across the
almost look happy to be relieved of the
cavern. Check your Equipment List, choose
burden of life. But as you look down at them,
one item to throw and cross it off your List. If
you sense that you are not the only one to you have no Equipment you will have to throw 121
know of their deaths. Looking around the a Gold Piece. You throw the object across the You are in a small, foul-smelling room. You
room, you may: cavern, where it lands with a clatter. The Ogre notice two doors: one to the west and one
Investigate the weapons looks towards the noise, and goes over to behind you to the south. The furniture in the
investigate. Meanwhile you creep out, down room is sparse and has been made mostly
Lying around Turn to 95
the passage and back to the junction. Turn to from bits of old boats. There appears to be
Go over to the dead body
269. nothing of value in the room, but a bunch of
in the north-east corner Turn to 70
Check the barrels Turn to 114 keys hangs on the wall. An old man in ragged
120 clothes is slumped asleep on a ‘bench’ made
from half a rowing boat, snoring loudly. Next
As you speak the old man rises to his feet. ‘Oh
116 to him is a vicious-looking brown dog with red
my, oh my, a stranger!’ he starts. ‘Well, do
The two drunken O R C S you now face are eyes and black teeth, whom you have
come in, the shop is open. What can I get you?
obviously startled at your entrance and, as awakened and who now is eyeing you sus-
What would you like to buy? What takes your
quickly as they are able, they fumble around piciously. A deep growl is coming from its
fancy? Which way are you headed? North?
throat. You may:

Tiptoe an exit through


the south door Turn to 66
Bang on the door behind
you and cough a few
‘Ahem’s’ to wake up the
old man Turn to 172
Leap across the room with
sword drawn to cut down
the dog Turn to 249

33
A 4 or 5 means they’re not sure. They send two
of their members through the north door
whilst the other three watch you with their
makeshift weapons. Turn to 164.

A roll of 6 means they definitely don’t believe


you and keep on advancing. Turn to 140.

124
The door opens into a wide passageway and
you follow this for some distance before
reaching a junction. Here you may either go
northwards (turn to 138) or turn to the east
(turn to 76).

125
You pick up the rope. It looks normal. In fact it
looks as if it might be quite useful. You open
your pack to put it in. Suddenly, it comes alive
in your fingers, snakes quickly up your arm
and attempts to wrap itself around your neck.
You struggle to cut the rope with your sword
before its grip tightens. Test your Luck. If you
are Lucky, you cut the rope and it drops to the
ground. If you are not, the rope tightens – lose
1 S T A M I N A point. You must Test your Luck
again to try to cut the rope, and keep trying
until you do. Each time you fail, you lose
another S T A M I N A point (and reduce your
L U C K score), If you finally defeat the rope, you
may leave through the north door. Turn to 73.

126
You approach the statue cautiously. A
scampering behind you makes you flash
round . . . but it is only a rat. You feel at the
jewel, but it is solidly in place. You try to work
your sword in behind it and as you work, you
hear an ominous creaking noise. To your
horror the statue is beginning to move! You
jump down and draw your sword. The I R O N
C Y C L O P S cranes its head round towards
you and steps down from its pedestal. You
must fight!

IRON
CYCLOPS SKILL 10 S TA M I N A 10

If you win, turn to 75. If you want to Escape


during combat, you can run through the door
back to the junction. Turn to 93.

127
122 relieved to find you are not bleeding. But as He doesn’t take at all kindly to your threats. As
You wake with a throbbing head and look your hand moves, the strange creatures in the you argue and his anger builds, you notice a
around. The room is about eight metres centre of the room turn their eyes down transformation taking place. He begins to
square. with doors to the north and south. towards you. Do you: straighten up and grows physically stronger
You have been dumped in the south-west in front of your very eyes. His face and arms
Try to talk to them? Turn to 268
corner. Standing motionless in the centre of grow hairy. His teeth become sharp and
Jump to your feet and
the room are four men. At least, they appear pointed. You must make a quick decision.
charge them with your
to be men. Their skin is a greeny-grey colour. Will you offer him 5 Gold Pieces to calm him
sword? Turn to 105
Their clothes are tattered and torn-and they down (deduct this from your Gold and turn to
Scramble for an exit
are all staring vacantly at the ceiling. One 272) or prepare to attack him (turn to 188).
through the south door? Turn to 13
carries a club, one a scythe, one an axe and
one a pick. They are ignoring you completely.

Around the room are various peasant-style 123


weapons (pitchforks, axe-handles, pointed Will they believe your story about buying a
sticks, etc.). one or two shields, and several boat? Skeletons are pretty simple-minded, so
barrels. In the north-east corner is a human roll one die. A 1, 2 or 3 means they believe you,
corpse with a sword in one hand and a shield and they all go running through the door in
in the other. You move your hand up to your the north wall, leaving you alone in the Boat
head to feel for signs of blood and you are House. Add 2 L U C K points and turn to 184.

34
135
The Wight lies in a heap in the corner of the
room. You approach his desk and open the
box. There are 18 Gold Pieces within the box.
You may take these with you – enter them on
your Adventure Sheet. You can add 2 L U C K
points for defeating the creature and may rest
a while to take some Provisions. When you
are ready, you may leave by the north door.
128 134 Turn to 175.
You hear a deep rumbling noise and the The room is unoccupied and there seems to
ground begins to shudder. Slowly and noisily be no other means of exit. In the centre of the 136
the portcullis rises into the ceiling. You may floor stands a table, and on this table are two
You arrive at the door, struggle with the lock
now walk to the junction. Will you turn west helmets; one of bronze and one of iron. Both and open the door. You burst out, closing the
(turn to 210) or east (turn to 58)? are about your size. Will you try one on, or is door behind you and take several deep
this worth the risk? breaths. Return to the junction (turn to 229).
129 Try on the bronze helmet Turn to 202
You return to the riverbank and decide to try Try on the iron helmet Turn to 103 137
the door in the middle of the rock face. Turn to Return to the junction Turn to 87 The Wererat slumps to the ground. You
104.

130
The old man asks you for your stake. You may
bet between 1 and 20 Gold Pieces (but not
more than you possess!). He tosses the white
dice he has been playing with to you and asks
you to roll two dice once for yourself and
once for the old man. If your total is higher,
you win the amount of your stake from the old
man. If his total is higher, you lose your stake.
You may continue for as long as you have
Gold Pieces, and then leave through the door
and return to the junction. Add 2 points to
your S K I L L , S T A M I N A and L U C K scores if
you win. Turn to 106.

131
The lock was obviously inadequate; it flies off
and lands on the floor several metres away.
You lift up the heavy lid and your eyes widen
as you see the gold sheen coming from
within. A fair number of Gold Pieces are
inside. In one corner lies a small black bottle
with a tight glass stopper, containing a liquid
of some kind. Also in the chest is a silky black
glove. But as you are admiring this treasure
you hear a soft click and wince in pain as a
small dart shoots forward into your stomach.
Roll one die and subtract this number of
points from your S T A M I N A to determine the
effect of the poison on the dart tip. If you are
still alive, turn to 201.

132
The shield is a standard wooden type. You
may keep it or throw it away. Turn to 91.

133
You try various items of equipment against
the gaze of the painting, but none seems to
work. You may try any of the following if you
have them:

Slash the painting with


your sword Turn to 238
Hold a jewel up in front of it Turn to 31
Plunge a wooden stake into it Turn to 241
Throw cheese at it Turn to 45

35
search his body and find 2 Gold Pieces, his a pair will have a separate attack on you in face, twists around in the air and picks up
fare from the last crossing. You curse him for each Attack Round, but you must choose your scent. The smooth, segmented body of a
trying to overcharge you. Add the 2 Gold which of the two you will fight. Attack your G I A N T S A N DW O R M rears up and sways
Pieces to your Gold and row yourself across chosen Skeleton as a normal battle. Against over in your direction. As it does so a large
the river. Add 2 L U C K points. As you moor the the other you will throw for your Attack orifice, with short, spiky teeth, opens in what
boat on the north bank you look back at the Strength in the normal way, but you will not must be its head. You must do battle with this
body. It has vanished! Turn to 7. wound it if your Attack Strength is the greater, creature.
you must just count this as though you have
GIANT
138 defended against its blow. Of course if its
SANDWORM SKILL 7 S TA M I N A 7
Attack Strength is greater, it has wounded
The passage widens and you realize you are
you in the normal way. If you win, turn to 44. If you want to Escape,
about to enter a large cavern. You can hear
noises coming from the cavern ahead and after three Attack Rounds, you may dive into
SKILL S TA M I N A
you proceed cautiously. As you approach, the river and swim downstream (turn to 256),
SKE LE TON A 6 5
1st Pair: but you have lost the Provisions you started to
you can make out a large figure in the SKE LE TON B 6 6
distance and you are overawed as you realize eat.
SKE LE TON A 5 6
2nd Pair:
that this oversized human must be at least SKE LE TON B 5 5
three metres tall! Dressed in a leather tunic, 144
the creature is absorbed in a meal he is eating If you win, turn to 246.
The creature catches your eye with its own
at a table.
gaze and you find yourself unable to control
141
The cavern is at least a hundred metres your own actions. It beckons you forward.
across and must be the home of this G I A N T. When the old man learns of your quest for You move slowly towards it with your mouth
A large table and two chairs are along one of treasure he becomes angry and bids you gaping open. It tells you to throw down the
the walls, and it is here that the creature sits. begone – he’ll have nothing to do with stake. As you look down at the stake, you
Intent on his meal (a large pig), he is unlikely fortune-hunters. His dog senses his anger suddenly feel a surge of power return to your
to notice you. Around the rest of the cavern and snarls menacingly. You may either smile, own will, and you fling the stake at him from
you can see his straw mattress, a great furry thank him and exit through the south door close range. Test your Luck. If you are Lucky,
pelt which may be his blanket or a shawl, and (turn to 66) or you may stay to try to pacify him turn to 101. If you are Unlucky, turn to 217.
a huge stone-headed hammer, which you (turn to 111).
would have no hope of budging. A fire burns
145
in one corner of the cavern, under a hole in 142
the ceiling. There appears to be no other way The box has fallen to the ground during your
You sheathe your sword and walk up to the fight with the Snake and out of it have fallen 6
through the cavern. Will you take on this brute water. Is it safe to swim? Although you cannot
(turn to 163) or return to the junction (turn to Gold Pieces. You may take these with you
see any immediate signs of danger either in
157)? (note them on your Equipment List) and leave
the water or around its banks, there is no way the room. Add 1 L U C K point and turn to 180.
through on the north side of the river. You
139 suddenly notice a gleaming sword lying on
The door bursts open and you fall headlong the river bed several steps in. You wade in to 146
into a room. But your heart jumps as you retrieve it. It is light in your hand, far less You find no secret passages. You return to
realize you are not landing on the floor, but cumbersome than your own weapon, and it the crossroads and proceed either north-
plunging down a pit of some kind! Luckily the has a keen edge. This marvellous weapon will wards (turn to 191) or westwards (turn to 11).
pit is not particularly deep and you land in a add 1 point to your S K I L L while you use it.
heap less than two metres down. Lose 1 Note this on your Equipment List. A mys-
S T A M I N A point for your bruises, climb out of terious voice speaking directly to your mind 147
the pit into the room and leave through the seems to be telling you to throw your own You leave the room and open the box in the
door, heading westwards. Turn to 92. sword into the river. Will you? If so, turn to 56. passage. Inside you find a single Piece of
If you want to keep both swords, turn to 153. Gold and a small mouse, which must have
140 been the creature’s pet. You keep the coin
143 and release the mouse, which scurries off
The Skeletons advance and force you back to
down the passageway. Gain 2 L U C K points
the door. The leader approaches, with two You squat on the sandy bank. As you prepare
and turn to 208.
behind, and the final two behind them. your meal you notice a movement in the sand
Resolve the battle by first fighting the leader: a couple of metres to your left. The movement
becomes quite turbulent and you spring to 148
S K E L E TO N SKILL 7 S TA M I N A 5
your feet, sword at the ready. Suddenly a You follow the passage eastwards for several
and then fighting the pairs. Both members of large tubular head breaks through the sur- metres. then it turns to the north. Shortly you

36
37
reach another junction where you may either you may turn round and head straight back to shield, a creature wounds you, you may throw
go straight on (turn to 227) or you may turn the south bank at full speed – you arrive one die. If you throw a 6, the creature inflicts
right, into an eastwards passage that soon exhausted, lose 1 S T A M I N A point and turn to only 1 point of damage instead of the normal
turns north (turn to 67). 218. Alternatively you can risk the eyes ahead 2. If, for some reason, the creature would
– turn to 86. You may try a detour which will normally only inflict 1 point of damage, then a
149 send you nearer the ‘turbulence’ – turn to successful roll of 6 would mean that no
158. damage is done. However, the shield is heavy
As you watch the living mural, you are
and you will have to leave behind one item of
unaware of the speed with which your candle
equipment (adjust your Equipment List) to be
is burning. Suddenly it flickers and goes out! 152
able to carry it.
You again begin to hear the piercing screams As the ‘turbulence’ surrounds you, you can
and their pitch grows to an unbearable level. feel the jostlings of many small fish. They start You now leave the room and continue up the
You drop to your knees clutching your ears ripping your flesh with vicious bites and you corridor. Turn to 39.
and crawl towards the wall. Which wall will realize that you are surrounded by deadly
you crawl towards: PIRANHAS!
The east wall? Turn to 181 If, during your struggle with the Crocodile,
The north wall? Turn to 265 you have wounded it, you are lucky and most
The west wall? Turn to 167 of the fish attack the bleeding reptile. If you
have not wounded the Crocodile, then the
150 fish may go for either you or it. Throw one die.
You are in a pit, a little bruised but not too If you throw a 1 or 2, the majority of the
seriously hurt. You look around as you get Piranhas go for you. If you throw a number
back on your feet and can see two passage- between 3 and 6, the majority attack the
ways: a short one to the south which opens Crocodile.
into a small chamber, and another heading Treat the Piranhas as a single creature. If, as a
northwards. You are a little worried about the result of the above, the majority of the fish
crash your fall has made, and even more by attack you, their scores are:
the gruntings you can hear coming from the
chamber to the south. Before you can collect PIRANHAS SKILL 5 S TA M I N A 5
your thoughts, a large, ugly head pokes If, as a result of the above, the majority attack
around the corner and a T R O L L emerges the Crocodile and the remainder attack you,
from its chamber. Your ankle is twisted and they have:
you cannot move quickly, but the Troll is
ready for a fight. You will have to face the PIRANHAS SKILL 5 S TA M I N A 1
brute. Turn to 267 – but if you have a Potion
If you win you can swim to shore. Turn to 7.
of Invisibility, turn to 51.
You may eat Provisions here – and restore 1
L U C K point.

153
As you put the two swords into your belt, your
new one seems to take on a mind of its own. It
cuts your leg (lose 1 S T A M I N A point) and, as 156
you draw it out, it turns rubbery in your hand. You charge the door with your shoulder. Roll
It’s useless now so you fling it into the river. It two dice. If the number rolled is less than or
seems that the only way forward is for you to equal to your S K I L L score, you succeed – turn
swim eastwards down the river. You plunge in to 139. If the number rolled is greater than
and start swimming. Turn to 256. your S K I L L , you rub your bruised shoulder
and decide against trying again. Turn to 92 to
154 return to the junction.
As you move, the creature’s eyes flash open.
He sees you and slowly gets to his feet. His 157
breathing becomes heavy and he stalks You arrive back at the junction and turn
towards you. You must stand and fight him. eastwards. Turn to 76.
Turn to 41.

158
155
The water around you bristles with activity, as
The door splits along its length and you can if an invisible hand is dropping unseen
wrench the timbers apart to let yourself in. A pebbles into the river. You gulp –
torch hangs from one wall lighting up a small P I R A N H A S ! -and you begin to feel their
armoury room stocked with swords, shields, sharp teeth biting into your flesh. You kick
helmets, daggers, breastplates and the like. with your limbs and slash with your weapons
You examine the weaponry and find nothing to keep them off until you reach the south
appearing superior to your own sword. bank. Treat the Piranhas as a single creature.
151 However, a circular iron shield with a golden
You gain ground on the ‘turbulence’ in the crescent at its centre catches your eye. You PIRANHAS SKILL 5 S TA M I N A 5
water but a few metres from the north bank pick it up and feel its weight on your arm. If
Resolve this battle.
you notice two sinister reptilian eyes on the you wish to take this shield it will aid you in
surface of the water watching you. You are battles by helping to fend off wound damage If you win, you manage to scramble out of the
swimming straight for them. If you decide inflicted by a creature on you. If in future water and lie panting on the south bank. You
you If rather not face the owner of the eyes, during a battle in which you are using this may eat Provisions here. Turn to 218.

38
159 bluff. You must react quickly. Will you beat a your last memory is a sting of pain as three
You open the door into a large room which hasty retreat through the door behind you small darts pierce your skin. Each is treated
can only be the dining room of the same (turn to 129) or draw your sword and lash out with a quick-acting poison. Remember not to
warty-faced creatures you now recognize. at the remaining Skeletons (turn to 236)? use this combination of keys next time!
Sitting round a large table are five O R C S
busily drinking and dribbling their bowls of 165 170
rat-gizzard soup. All are involved in a rowdy The old man thanks you and rather sheepishly
argument as to who will get to chew the rat The crucifix is solid silver and worth 4 Gold
ties up his boots. You explain that you mean
bones left in the large soup cauldron, so they Pieces. Record this on your Adventure Sheet
no harm and he calms down, calling off his
do not see you enter. You may be bold and and turn to 91.
dog. He tells you that this area is the only
prepare to attack them (turn to 187) or you passageway through to the inner chambers.
may not relish the prospect of taking on five of Some years ago the river swelled after a
these creatures and try to escape. If you wish particularly severe spring thaw and cut off
to leave the room, Test your Luck. If you are supplies from the outside world. All the area’s
Lucky, you get out without them noticing inhabitants starved to death but the Master,
(turn to 237) – there is no penalty for realizing he needed defences against the
escaping. If you are Unlucky, they notice you. outside world, put a curse on the area. The
Prepare for battle and turn to 187. last remaining creatures became the Undead
and now guard the passageways through.
160 He starts to inquire about you. Will you:
As you approach you feel his eyes burn into
you with considerable power. You begin to Be straight with him and tell
weaken under his gaze. Lose 1 S T A M I N A him of your quest? Turn to 141 171
point. You are gradually losing your own will. Thank him for the chat and
The passage runs for some distance north-
Will you try to draw your sword and fight him leave through the south
door? Turn to 66 wards and then starts to open into a large
(turn to 74) or look for some other means of cavern with rough walls. There appears to be
attack in your backpack (turn to 60)? Try to grab the keys and go
for the nearest door? Turn to 249 no way through. Will you return to the
junction (turn to 269) or enter the cavern
161 (turn to 57)?
166
You lunge at the old man as he leaps towards
You land in the icy water and frantically swim
you with outstretched arms – and run him
for the south bank. To your amazement the 172
through the chest with your sword. You curse
raft turns round in mid-stream and makes its The old man’s eyes flutter open. He sees you
as you realize that he was making no attempt
own way back to the south bank. You quicken and grabs for a half oar lying by his bench.
to attack you; his wild excitement must
your pace, aware that your splashings may at You tell him you mean him no harm but he
merely have been relief after having been
any time attract the attention of any under-
imprisoned for what had apparently been a remains on guard and eyes you cautiously.
water creatures living in the river.
very long time. You will now get no informa- Although he looks harmless enough, his dog
tion out of him on the perils of the adventure Roll one die. If you roll a 1, 2, 3 or 4 you make it could be dangerous. The man’s boots are
ahead. Turn to 79 to progress up the safely back to the south bank. Turn to 218. If undone. Will you:
passageway. you roll a 5 or 6, turn to 158.
Rush the dog with your
weapon drawn? Turn to 249
162 167 Ask the man questions
The passageway ahead runs northwards and You grope along the wall but can find no way regarding your quest? Turn to 141
you follow this until you reach another of escape. The noise is causing you to scream Tell him his boots are
junction. Here you may either continue north- in pain! Subtract 1 S K I L L point. You may try undone? Turn to 165
wards (turn to 23) or you may turn westwards either the east wall (turn to 181) or the north
(turn to 69). wall (turn to 265).

163 168
You draw your sword and enter the cavern. You open the door to a large room. A large
The Giant stops in the middle of a mouthful, chair behind a solid-looking table suggests to
raises his head and sniffs the air. He swings you that someone, or something, of rank uses
round and catches sight of you approaching. this room. A chest in the centre catches your
Roaring loudly he flings the pig’s carcass at eye. In a corner of the room stands a
you. Test your Luck. If you are Lucky, it man-sized creature with a warty face, stand-
misses. If you are Unlucky, it hits you with ing over a smaller creature of similar race.
quite some force – lose 1 S T A M I N A point. With the whip in his hand, the O R C
Then he picks up his hammer and prepares to C H I E F TA I N has been beating his servant,
club you with it. Resolve this battle. who is whimpering beneath him. Will you:

GIANT SKILL 8 S TA M I N A 9 Attack them both? Turn to 206


Spring at the Chieftain in
If you win, turn to 28. You may Escape after the hope that his servant
three Attack Rounds down the passageway, will aid you? Turn to 65
where he will not be able to follow (turn to Leave the room and head
157). back for the junction? Turn to 26

164 169
You realize that the two Skeletons who have You try the keys. Not one will turn. As you try
just run off will soon return and expose your to turn the third key, small catches drop and

39
173 181 185
Silver weapons only will be effective here. You run along the wall searching for a door The hand withers and shrinks back into the
When the creature inflicts its third wound on but find none. Your ears are on fire with the floor. At the same time, the other hands stop
you, turn to 24. If you defeat it before this agony! Lose 1 S K I L L point. You may try either dead and slowly fade away downwards into
happens, turn to 135, or you may Escape the west wall (turn to 167) or the north wall the tiles. You decide this time to step on the
through the north door (turn to 175). If you (turn to 265), but you must find a way out star-shaped tiles, and step carefully across to
can use ‘The Giver of Sleep’, Test your Luck. If soon! the door in the north wall. The door opens.
you are Lucky, you hit and the creature dies Add 2 L U C K points. Turn to 162.
instantly. If you are Unlucky, you miss. 182
Two of the keys fit the locks perfectly. The 186
174 other doesn’t. You leap to one side as a jet of Turn to 182.
Turn to 198. clear liquid spurts from the chest. It just
misses, but you lose 2 S T A M I N A points as the 187
liquid emits an acidic vapour which makes
175 The Orcs attack you one at a time.
you cough and choke.
The door slams shut with a loud bang behind SKILL S TA M I N A
you. You find yourself in a passageway You return to the chest and try another
First O R C 6 4
running ahead northwards. You follow it for combination of three keys. Add the key totals
Second O R C 5 3
several metres, until it bends to the west, and and turn to that section.
Third O R C 6 4
continue onwards. Some way down the Fourth O R C 5 2
If you have no more keys to try, you sit down
passage you come across a narrow opening Fifth O R C 4 4
exhausted in despair after having got so near
in the north wall and decide to go through.
to your goal. Remember to look for keys next
Turn to 89. If you win, turn to 183. If you wish to Escape
time you enter the dungeon!
during the battle (don’t forget your penalty for
this), turn to 237.
176
As you walk up the passage, it visibly widens
and eventually you find yourself standing at
the mouth of a rough cavern, a natural cave in
the rock. As you look into the darkness, the
cavern appears to be about 30 metres deep,
with no visible exit. Do you want to go into the
cavern (turn to 270) or go back to the
junction (turn to 215)?

177
You snatch the key from its hook. It has the
number 66 inscribed on it. But your lungs are 188
bursting. Roll two dice. If the number is less
He now stands just under two metres tall. He
than or equal to your S K I L L score, you make it 183
advances towards you. His body is hairy. His
across the room to the door (turn to 136). If it You search the bodies of the dead Orcs but teeth are pointed. His eyes flash. His finger-
exceeds your S K I L L score, you are forced to find only a few teeth, nails, bones and knives nails are sharp claws. His nose has become a
take a breath of poison gas. Reduce your in their pockets. You search the cupboards rat-like snout. He is a W E R E R AT !
S K I L L score by 2 and your S T A M I N A score by around the room but find only crude bowls,
3 and dash for the door (turn to 136). plates and spoons. But under the serving W E R E R AT SKILL 8 S TA M I N A 5
hatch you find a thin leather case half a metre
Resolve your battle with him. If you win, turn
178 long. You may open the case (turn to 266) or
to 137. If you decide to Escape, you may run
You tiptoe precariously across the room to you may leave it behind and walk out of the
over the rickety bridge (turn to 209).
the door in the north wall. You open the door door (turn to 237). You are proud of your
and proceed through it. Turn to 162. victory and may add 1 S K I L L and 5 S T A M I N A
points.
189
The door opens into a short corridor which
179 ends several metres ahead at another door,
184
The narrow passageway eventually becomes similar to the one you have just come
You are alone in the Boat House and have
too small for you to walk along. You get through. You listen and hear nothing. You try
sometime to search before the Skeletons will
down on your hands and knees, and crawl. the handle and it turns, allowing you into
inevitably return. You may either search the
Eventually, you will get no further and there another room of a similar size. But this room
drawers (turn to 98) in the room, or may
seems to be no way through, so you decide to is splendidly decorated, with a polished
investigate the tools (turn to 34) before they
return to the main passage. You head for the marble floor and rough walls painted white.
comeback. As you begin to search, you hear a
junction. Turn to 10. On each of the four walls hangs a painting,
noise from behind the door in the north wall.
and there is another door in the north wall.
You can either go straight through the room
180
(turn to 90) or you may stop to look at the
Further up the passage on the west wall you paintings (turn to 25).
see another similar door. You listen at the
door and grimace to hear the worst singing
you have ever heard in your life! Do you want
to go into the room to investigate this hideous
din (turn to 197) or walk on up the passage-
way (turn to 42)?

40
41
190
You arrive back at the junction and progress
westwards. Turn to 251.

191
You are following a passageway which leads
ahead to the north. After several metres it
bends sharply to the east. You continue
eastwards until you eventually come across a
narrow opening in the north wall. You may go
through this opening (turn to 89) or continue
eastwards (turn to 62).

192
Turn to 169.

193
The door opens and you enter a small room.
Your eyes widen as you look around to see
that the walls of the room are covered in
ornate stonework. Mosaics and marble inlays
give this room a kind of beauty you have never
seen before. In a corner of the room is a large
metal statue of a one-eyed creature. In its
single eye is a sparkling jewel. As there
appear to be no other ways through the room,
you will have to go back to the junction – but
that large jewel is very tempting. Will you
leave it alone and go back to the junction
(turn to 93) or try to take the jewel with you
(turn to 126)?

195 in the bookshelf – the old man must have


This is a rather unlikely story, considering locked it from the inside. You do find 5 Gold
that they see very few humans around. Pieces in a drawer in the table. You decide to
Nevertheless, Skeletons are pretty dim – you return to the junction to the south. Turn to
knew this and that’s why you tried the story. 106.
Roll one die. If you roll a 1 or 2, they don’t
believe you and keep on advancing. Turn to 197
140. The door opens to reveal a small room. The
room is dirty and unkempt. A straw mattress
A 3 or 4 means that they aren’t sure, and send
lies in one corner. In the centre of the room is
two of their number off through the north
a wooden table upon which a candle burns,
door while the rest hold you at bay with their
lighting the room with its flickering flame. A
weapons. Turn to 164.
small box rests under the table. Seated
A roll of 5 or 6 means they’ve believed you and around the table are two small creatures with
they all get back to work! Turn to 9. Add 2 warty skin, dressed in leather armour. They
L U C K points. are drinking some sort of grog and, by the way
they stagger to their feet on your arrival, you
194
assume they are very drunk. You may either
You arrive at another junction in the passage- 196 draw your sword and leap forward at them
way. If you would like to turn westwards, turn You search the room. Try as you may you (turn to 116) or slam the door quickly and run
to 235. If you wish to go east, turn to 100. cannot find the secret switch to open the door on up the passage (turn to 42).

42
198 203 207
One of the keys turns, but the other two will Add 1 point to your L U C K for defeating the Going through the door, you enter a large
not fit. As you struggle to try to make them Werewolf. You may rest and eat Provisions if room. Various bits of wooden debris are
turn. you hear two small clicks and then you wish. As you look around the room, there strewn untidily across the floor. Apart from
pings’ as two miniature darts shoot from the appears to be little of use, although the bunch your entrance door, there is also a door in the
chest at you. You leap backwards to try to of keys looks interesting. One is marked ‘Boat north wall. In one corner is a crude wooden
avoid them, crack your head on the wall House’. Another has the number 111 stamped desk with a box on it. In another corner,
behind you, and slump to the floor, uncon- into it. You may take the keys if you wish. apparently asleep (or dead), is a hideous-
scious. There are doors to the west and South. If you looking man-sized creature with warty skin,
open the west door, turn to 38. If you want to wild hair and long claws for fingernails. Will
Test your Luck. If you are Lucky, the darts
go south, turn to 66. you tiptoe out through the north door (turn to
miss you, and you awake with a sore head.
Lose 2 S T A M I N A points. If you are Unlucky, 83) or tiptoe across to the desk to look at the
the darts strike and you never recover con- box (turn to 154)?
204
sciousness. If you were Lucky, you may try
different keys (remember – one of the keys The old man does not look up from the table, 208
you just used fits perfectly). Add the key totals but his devilish little pet eyes you suspiciously
and starts chattering in a small squeaky voice. Further up the passage along the west wall
and turn to that number.
The old man grunts and asks you whether you you see another door. You listen at it but hear
If you have tried all combinations for the keys are game for a wager. Will you accept (you nothing. If you want to try opening the door,
that you have, you bury your head in your may only do so if you have at least one Gold turn to 252. If you want to continue north-
hands and weep after having got so far. You Piece with you)? If so, turn to 130. If not, you wards, turn to 180.
are so near to achieving your objective, but may either leave the room (turn to 106) or
you will have to try again. Re-enter the attack the man (turn to 220). 209
dungeon – but remember to look for keys as
The timbers of the bridge are rotting and
you progress!
decayed from years of neglect. A single plank
205 snaps under your foot. Roll one die. A roll of 6
199 The door opens and you find yourself in a sends you splashing into the river below –
The passageway ahead widens and you can dark crypt of some kind. The room is very turn to 158. Any other roll means you regain
see ahead a large cavern. As you shine your large. At one end is an altar, and various your footing. Turn to 47.
lantern around it you can see crude stone coffins are strewn about the room. There is a
weapons on the floor and a smouldering fire door behind you in the south wall, and also
210
in the centre of the cave. But you see no way one in the west wall. If you want to investigate
through. As you turn to make your way back the room further, turn to 254. If the place Shortly along the passage you arrive at
you stop in your tracks to see two Neander- gives you the creeps, you can leave via the another junction where you may go either
thal C AV E M E N barring your exit. They west door (turn to 226). straight ahead westwards (turn to 225) or
grunt aggressively at you. You draw your northwards (turn to 171).
sword and must prepare to fight.
211
SKILL S TA M I N A
First C AV E M A N 7 6 Wights are vulnerable only to weapons made
Second C AV E M A N 6 4 of solid silver. If the weapon you are using is
not made of silver, have one more Attack
Fight them one at a time. If you win, leave Round. Remember that any wounds he in-
the cavern and return to the junction. Turn to flicts on you will count, but your wounds will
190.
not harm him. and he will still be at full
strength (S K I L L 9 S T A M I N A 6) unless you
200 have chosen a silver weapon.
Turn to 198.
If you have a silver weapon, you had better
use it now and turn to 173. If you have not, or
201 if you have suffered enough damage, you’d
You sink to the floor. You pull the dart out and better run for the north door – turn to 175.
decide to bandage the wound. This gives Remember that you are Escaping here and he
some relief, but you still feel weak. You decide inflicts a final wound as you flee.
to take it easy and examine the contents of the
chest, but if you wish you may eat some
212
Provisions here. There are 25 Gold Pieces.
The label on the bottle shows it to be a Potion The Skeletons do not notice you and dis-
of Invisibility, good for one dose. The glove is appear through the door into the Boat House.
a mystery. Underneath the glove you find a Breathing a sigh of relief, you press on to try
shiny key. with the number 125 stamped into the door at the north end of the passage. But
it. You may put any or all of these into your before you go, you may eat some Provisions
backpack and leave the room. Turn to 26. and you may add 2 L U C K points for evading
the Skeletons. Turn to 207.
202
You place the helmet on your head. It fits well. 213
206
Suddenly a searing pain flashes across your The door is locked. You may try to charge it
forehead. You cannot think straight. This The battle commences! down by rolling two dice. If the number rolled
helmet is cursed, try as you might, you cannot SKILL S TA M I N A is equal to or less than your S K I L L score, the
remove it. Reduce your S K I L L score by 1. The O R C C H I E F TA I N 7 6 door bursts open – turn to 36. If the number is
pain soon subsides, but you still cannot shift greater than your S K I L L score, the door
S E R VA N T 5 3
the helmet. You stagger back to the junction, remains locked, you lose 1 S T A M I N A point for
trying desperately to compose yourself. Turn Fight them one at a time. If you defeat them your bruised shoulder and you must progress
to 87. both, turn to 21. up the passage – turn to 79.

43
214 218 225
Facing northwards, the rock face is smooth You are on the south bank of an underground The passageway continues westwards and
and glistening with moisture. Moss of many river facing across its black depths. There then turns due north. Some way up, you reach
different hues grows on the surface. There is appear to be four ways of crossing. To your a junction where a narrow passage runs off to
an eerie silence punctuated only by the left, a rusted bell bears the sign ‘Ferry Service the west. Will you continue northwards (turn
splashings of the river as it flows behind you. 2 Gold Pieces – Please Ring’. There is a small to 77) or take the west way (turn to 63)?
You have three options: raft in front of you on the bank with a long
stick resting beside it: you could punt across
A passage runs off to the 226
the river. A rickety old bridge crosses on the
north-west. If you take
right. If you don’t trust any of these, you may You are in a narrow east–west corridor.
this route Turn to 271
swim. Which will you choose? Looking westwards you can see a crossroads
A large timber door is directly
ahead. You go on to the crossroads. Turn to
in front of you in the Ring the bell Turn to 3
37.
middle of the rock face. Punt the raft across Turn to 234
If you open the door Turn to 104 Risk the bridge Turn to 209
Another passage runs out Swim Turn to 85 227
along the river eastwards. The passage ends at a wooden door, trimmed
To follow this along the in iron. Various inscriptions adorn the door,
219
riverbank Turn to 99 but none makes any sense to you. You listen,
Turn to 198.
but hear nothing. You may either open the
door (turn to 84) or return to the junction
215 220 (turn to 106).
You arrive back at the junction and this time As you draw your sword, the W I N G E D
turn northwards. Turn to 5. G R E M L I N flaps into the air and attacks
you, while the old man rushes over to the 228
bookshelf, touches a book and escapes A sign above the door reads ‘Boat House’. The
216 through a secret doorway that opens for him. door is firmly locked but a small barred
The water is refreshing. As you drink more But you must fight his pet. window allows you to look inside. You can
you feel a glow spreading through your body see a number of Skeleton-men working on
WINGED
as if you were drinking at the fountain of life. building a boat of some sort. They move in a
GREMLIN SKILL 5 S TA M I N A 7
Add 4 S T A M I N A points, and restore your series of quick, jerky actions, rather insect-
S K I L L and L U C K scores to their Initial levels. If you beat the Gremlin, turn to 196. like.
The fountain of life for you must be the
If you have a key clearly
fountain of death for the evil Goblins. You
221 labelled ‘Boat House’ Turn to 80
may eat Provisions here. When you have
What are these mysterious items you have If you want to try to break
rested, leave through the north door. Turn to
collected? Which have you written down first the door down Turn to 264
230.
on your Equipment List: If you want to return to the
riverbank and try another
The armour? Turn to 72 route Turn to 129
217 The shield? Turn to 132
The stake narrowly misses the Vampire’s The sword? Turn to 27
head. As you watch it travel, you pick up the The gold? Turn to 110 229
creature’s gaze again. He beckons you to- The crucifix? Turn to 170 You arrive back at the junction and this time
wards him once more. Your will has gone. turn right. Turn to 69.
Turn to 118.
222
You wipe your bloodied sword on the mat- 230
tress. The green blood leaves a slimy stain on
The door opens into a passage, which you
the straw. Stepping over the bodies towards
follow northwards. Shortly you reach a bend
the table, you flinch at the foul stench of the
and follow it round to the east. Several metres
creatures. You pick up the box from under the
on, you reach a junction at which you may
table and examine it. It is a small wooden box
either go north (turn to 262) or continue
with crude hinges. The name ‘Farrigo Di
eastwards (turn to 54).
Maggio’ is inscribed on a brass nameplate on
its lid. If you wish to open the box, turn to 30.
If you decide to leave it behind and leave the 231
room, turn to 42.
Turn to 182.

223
232
The door is firmly locked. You may try to force
it open (turn to 53) or you may continue along Almost exhausted after your awkward fight
the corridor (turn to 39) with the Spider, you set to work on hacking
the boots off with your sword. Eventually they
come free and you may leave the cavern down
224 the passageway and back to the junction.
As your eyes watch the creature’s move- Turn to 215.
ments, they suddenly make contact with its
piercing stare. You are mesmerized and, as it
beckons you towards it, your will disappears. 233
Turn to 118. Turn to 169.

44
45
234
You climb on the raft and start to punt your
way across the river. The going is not easy. In
the middle of the river the raft seems to take
on a will of its own and bobs up and down
dangerously. You realize it is attempting to
capsize itself and throw you into the river!
You may either trust your strength and luck to
hold on and keep punting to the north side
(turn to 55) or jump into the water and
attempt to swim back to the south bank (turn
to 166)

235
You follow the passage westwards, then it
turns sharply to the north and, some metres
further on. a passage runs off to the west. If
you would like to go along the westward
passage, turn to 176. If you want to carry on
northwards up the passage, turn to 5.

236
The battle commences. The Skeletons attack
you one by one:
SKILL S TA M I N A
S K E L E TO N A 6 5
S K E L E TO N B 6 6
S K E L E TO N C 5 5

If you win, turn to 246.

237
You move swiftly down the passage and
arrive back at the junction. Turn northwards
this time – turn to 14.

238
Your sword flies out of your hand, into the air
and you must leap aside as it comes down on
you. It grazes your cheek as it falls. Lose 1
S T A M I N A point. You decide you’d better
leave the room. Pick up your sword and turn
to 90. Lose 1 more S K I L L point in fear of the 241 subtract 2 from each dice roll you make to
Warlock’s power. As you attack the portrait with the wooden calculate your Attack Strength.
stake, you feel a wrench of pain in your wrist. GIANT
239 You are forced by some unseen power to drop SPIDER SKILL 7 S TA M I N A 8
the stake. You decide to run and leave
You think back to the words of the old man. If you win the battle, turn to 232.
through the north door. Turn to 90, but lose 1
‘You might need it sooner than you think . . .’
more S K I L L point in awe of the Warlock’s
You grope in your pack and pull out the
power.
candle. Immediately it lights itself of its own
accord. The howling stops and the room
appears bathed in a blue light from the 243
242
candle. On the walls, the figures in the mural To your horror, you realize that this dummy
The boots are well-fashioned in a deep red
are moving! They are mouthing silent lever was a trap! Although it looked like a
screams as if trapped in a two-dimensional leather. They are much sturdier than your
handle, it was in fact a wax-coated sword
hell. On the wall opposite is another door, own and fit you well. You try a few steps but
blade and it has now cut your hand badly. Did
which you may leave through (turn to 88), or are horrified to find that you cannot move,
you use your right or your left hand?
you may stay to investigate (turn to 149). Add and the boots seem to be gripping your feet
1 L U C K for your foresight. with considerable force. As you struggle to Roll one die. If the number you roll is odd, this
free yourself, you hear a crack and a smash as was your sword hand and your fighting
a stalactite falls from the roof; you crane prowess has been severely hampered. Lose 3
240
round to see a large black shape shifting S K I L L points and 1 S T A M I N A . If you rolled an
The box is light, but something rattles within. towards you. As it approaches, you turn cold. even number, you used your other hand, and
You open the lid and a small S N A K E darts Several metres away is a G I A N T S P I D E R , so the injury is not quite so important. Lose 1
out to bite at your wrist! You must fight the
at least a metre across, advancing towards S K I L L point and 2 S T A M I N A . If you now wish
Snake
you on spiny legs, mandibles clicking ner- to pull the right lever, turn to 128. If you don’t
SNAKE SKILL 5 S TA M I N A 2 vously in anticipation of its next meal. You wish to pull the right lever, you won’t be
draw your sword to defend yourself as it getting much further – and remember which
If you kill the Snake, turn to 145.
stalks you. You cannot move and thus must hand you will use!

46
flows through a cave in the rock. You may drawers of the benches around the room
either sit, rest and eat Provisions (turn to 143), (turn to 98) or check the tools more carefully
or continue by what seems to be the only way (turn to 34)?
forward, jumping into the river and swimming
downstream (turn to 256). 247
He is a little startled by your onslaught, but
245 simply raises his hand. As he does so, you
Turn to 198. suddenly collide heavily into . . . apparently
nothing. You sit on the floor in a heap,
246 rubbing your nose. Lose 2 S T A M I N A points.
You step over the bones on the floor to take a The old man chuckles and says, ‘You poor
244 closer look at the Boat House. You pick up fool. Did you think I was defenceless in such a
The passage runs northwards, and ahead you and study a few of the tools scattered around: den of evil as this? You will regret your folly.’
can hear the splashings of an underground hammers, nails, chisels and the like, but they You rise to your feet and return to the
river. The air becomes cool and fresh. You appear very ordinary. You hear a banging passageway, turning north up the corridor.
soon reach a wide opening of a riverbank but sound coming from beyond the north door Turn to 22.
despair as you look across to see no way and have time for one further search before
through on the other side. To the east the river you must react. Do you look through the 248
The creature that has just awakened is an
O R C ! He scrambles to his feet and turns to
grasp at a rope which is probably the alarm
bell. You must attack him quickly.

ORC SKILL 6 S TA M I N A 5

If you defeat him, you may continue up the


passage – turn to 43.

249
The dog springs as you move. Its hideous
black teeth are coming straight for your
throat! Two metres from you, a blast of fire
shoots from its mouth right at your face! You
duck just in time but must now fight the beast.

DOG SKILL 7 S TA M I N A 6

In addition to its normal attack, throw one die


every Attack Round for its fiery breath. On a
roll of 1 or 2 it scorches you for 1 point of
damage – subtract from your S T A M I N A – but
on a roll of any other number, you avoid the
blast. You may use your L U C K against the fire.
The only Escape open is through the south
door (turn to 66).

The old man watches the fight but does not


move unless you kill his dog. If you kill the
dog, you may Escape through the south door
(turn to 66), but you will not have time to take
anything with you. If you wish to stay, turn to
48. Add 1 L U C K point anyway.

250
You are in a short passageway which comes
to a dead end several metres ahead of you.
You study the rock face carefully but there
appears to be no way through. You return to
the crossroads and this time continue
straight ahead northwards. Turn to 191.

47
254 259
The silence is deathly. A slow drip startles you As you swim to the bank away from the
as you creep around the coffins. The altar is Crocodile, you look back to see the mys-
ornately carved and studded with jewels. terious ‘turbulence’ approach the reptile’s
Beautifully woven drapes hang from the walls body, break into a frenzy and then move off,
although they are threadbare in places. There leaving not a trace of the animal. Thankful
are three coffins in the room. A creaking noise that you were not there to find out what it was,
makes you whirl round and the light from your you lift yourself out of the water on to the
lantern falls on the largest coffin. It is north bank. Add 1 S K I L L point and 2 L U C K
opening! points. Turn to 7.
As you watch, a tall man with a white face sits
upright. His eyes open and fall on you. His 260
expression changes from one of tranquillity
You cut down the Dwarf. He is, as you
to one of abject hate. His mouth opens and a
guessed, dead. Going through the pockets of
terrifying hiss comes from his throat. His
the two Goblins, you find a large piece of
teeth are wolf-like. He beckons you to come
over. Do you: sweet-smelling Cheese. If you wish to take
this with you, put it in your pack and leave the
Approach him as he wishes? Turn to 160 room northwards. Turn to 46.
Draw your sword and prepare
to fight? Turn to 117
261
Reach into your pack for
another means of attack? Turn to 60 You reach the junction and continue east-
Run for the west door? Turn to 226 wards. Turn to 148.

255 262
The passageway ends in a sturdy wooden Some way up the passage, you reach another
door. If you want to try opening it, turn to 193. junction where you may either go eastwards
If you want to go back to the junction and try (turn to 199) or turn westwards (turn to 251).
another route, turn to 93.

263
251 256
You shout: ‘You are freed, old man!’ at the top
The current is strong and takes you swiftly of your voice. Instantly, his rantings cease. He
The passageway twists sharply northwards
downstream. You are washed along through
and ahead you can hear water flowing. You stops dead in his tracks and sinks to the floor,
a narrow opening and out into a large cavern
eventually reach the south bank of an under- weeping loudly. As he gradually composes
with banks on both sides. The current washes
ground river. As you stand on the pebbled himself, he thanks you many times. You talk
you on to the south bank. Turn to 218.
bank you hear a fluttering of wings and look with him in the hope of discovering some of
up to see three G I A N T B AT S swooping the secrets of the mountain and he begins to
down on you to attack. Fight these three as a 257 tell his story. Many years ago he was an
single creature: The passageway runs straight for several adventurer like you in search of the Warlock’s
metres and then ends at a wooden door. You treasure. He was captured by the Orcs and
G I A N T B AT S SKILL 6 S TA M I N A 6
listen at the door and hear angry shouting thrown into his solitary cell as a sort of pet for
If you win, turn to 142. You may Escape by coming from within. Will you investigate (turn the creatures. You ask whether he would like
jumping into the river (turn to 256). to 168) or turn back (turn to 26)? to accompany you into the mountain, but he
simply wants to leave and see the world again.
252 258 You ask him for advice but he says he knows
The door opens to reveal a small room with a The bridge is slippery from the splashings of little. He advises you to pay your respects to
stone floor and dirty walls. There is a stale the water. At one point you slip on a tuft of wet the boatman. He tells you that you must pull
smell in the air. In the centre of the room is a moss covering the timbers. Roll one die. A roll the right-hand lever on the wall ahead to open
makeshift wooden table on which is standing of 6 means you slip from the bridge into the the iron gate at the end of the passage. He has
a lit candle. Under the table is a small box. In water below and start swimming for the also learned that the keys to the Boat House
the far corner of the room is a straw mattress. nearest bank – turn to 86. Any other roll is are guarded by a man and his dog. You shake
You may either open the box (turn to 240) or lucky; you managed to hold on and you reach hands, leave the room and go your separate
leave the room (turn to 180). the north bank (turn to 7). ways. Add 1 L U C K point. Turn to 79.

253
The passageway ends in another wooden
door, this time a small one with a carved bone
handle. You listen but hear nothing coming
from inside. You try the handle and the door
opens into a pear-shaped room with a rough
stone floor, making walking across it some-
what awkward. In one corner of the room is a
pile of rubble, mainly stones and dust, but
there are also two odd-shaped pieces of wood
and a length of rope. A door in the north wall
leads on. Will you:

Examine the bits of wood? Turn to 112


Study the length of rope? Turn to 125
Leave through the north door? Turn to 73

48
264
There is no way you are going to charge the
door down, as it is twelve centimetres of solid
oak! You bruise your sword arm in the
attempt – lose 1 S K I L L point. You can only get
through the door if you have the Boat House
key (if you have this key, turn to 80, and more
fool you for not using it straight away).
Otherwise you will have to return to the
riverbank and try again. Turn to 129.

265
You grope around the length of the wall and
find a door. Quickly, you fumble with the
handle. It opens! Turn to 88.

266
The case opens easily and inside you find a
magnificent bow and one silver arrow. An
inscription on the case says: ‘The giver of
sleep to those who never can’. You put the
bow, arrow and case in your pack and leave
the room, but you may eat Provisions first –
and add 1 L U C K point. Turn to 237.

267
The creature is man-sized but its long arms
look very powerful. Resolve this battle:

TROLL SKILL 8 S TA M I N A 8

If you win, you may head northwards (turn to


20).

268
Their vocabulary is limited to a series of
moans and groans. They appear not to be
intelligent at all. Furthermore, your conversa-
tion merely serves to attract their attention to
you. They grip their weapons and it looks as
though you will have to fight them. However,
there is a slim chance that you could make it
to the door you came in through. If you want
to try for that door, turn to 13. If you have
resigned yourself to a battle, turn to 105.
271 north bank. After mooring the boat he ambles
The short passage begins to narrow and ends off down a passageway. Turn to 7.
269
a few metres ahead at a doorway. If you wish
You arrive back at the junction and turn to go through the door, turn to 121. If you
westwards. Turn to 225. 273
decide against this direction and go back to
the river, turn to 214. A search of the room reveals nothing of any
value, although an old box in the corner
270 contains a wooden mallet and five short
You enter the cavern and look around to see stumps of wood, sharpened at one end. You
272 may take these if you wish, and can now leave
dozens of beautifully coloured stalactites and
stalagmites bordering the perimeter. Numer- He calms down, takes the Gold (deduct this through the door in the north wall. Turn to
ous drips can be heard, but the whole place from your Gold) and rows you across to the 189.
seems like a magic grotto. Near the back of
the cavern, you come across a pair of boots,
which seem to have been made quite recent-
ly. Will you:

Continue investigating the


cavern? Turn to 61
Try on the boots? Turn to 242
Leave the cavern and return
to the junction? Turn to 215

49
Create your own Adventure and win a first prize of publication and only. The existing Fighting Fantasy games system, as defined in The
£100! Five runner-up prizes of £20 each are also to be won. Warlock of Firetop Mountain, must be used.
Steve Jackson and Ian Livingstone have created a world where you can 3. Entries should be neatly presented, preferably typed, on A4 paper,
almost believe that dragons breathe fire and fabled treasure can double-spaced, on one side of the paper only and with wide margins.
be won. Now Warlock is offering its readers the opportunity to design Neat handwritten entries are acceptable.
their own Fighting Fantasy adventures and have them published in a
4. Winning entries will be judged on the basis of inventiveness and
future issue, as well as winning a fantastic prize.
originality. If, in the judges’ opinion, none of the entries is of a
sufficiently high standard, the first prize of publication in Warlock and
How to Enter
a fee of £100 will not be awarded. The judges’ decision is final and no
Using the same game system as in The Warlock of Firetop Mountain correspondence will be entered into.
(see pages 13–15), all you have to do is design an adventure consisting
5. No employee of Penguin Books Ltd may enter this competition.
of 200 references. Think of an exciting and original background for the
adventure – perhaps a lost city in the jungle or a desert wasteland 6. The closing date for this competition is 31 May 1984.
inhabited by lizards, giant sandworms and nomads. Also think of an
7. Prizewinners will be contacted by post no later than 30 June 1984.A
objective for the adventurer, perhaps a mission to find somebody or
full list of prizewinners will be available from Penguin Books Ltd, 536
something, or even to slay an evil overlord. Then set the scene in your
King’s Road, London SW10 0UH after that date. Overseas entries will be
fantasy world, with plenty of detailed descriptions of the surroundings
accepted until 31 October 1984.
and inhabitants, trying always to make it sound believable. The judges
will be looking for originality in your encounters and inventiveness in 8. Entries are not returnable, so entrants are strongly advised to keep
the creation of monsters. You should aim to present a real challenge to a copy of their entries.
the adventurer. It might sound simple, but designing an exciting
Fighting Fantasy adventure is no easy task. 9. It is a condition of entry that all entrants agree to abide by the rules.

10, Entries should be sent to:


Rules Warlock Competition
Penguin Books Ltd
1. All entries must be accompanied by the official entry token. Name,
536 King’s Road
full address and age must also be given.
London SW10 0UH
2. All entries must consist of a complete adventure of 200 references England

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